[Bug 96528] Location qualifier segfaults during shader compilation
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Tue Jun 14 17:00:59 UTC 2016
https://bugs.freedesktop.org/show_bug.cgi?id=96528
Bug ID: 96528
Summary: Location qualifier segfaults during shader compilation
Product: Mesa
Version: 11.2
Hardware: x86-64 (AMD64)
OS: Linux (All)
Status: NEW
Severity: normal
Priority: medium
Component: glsl-compiler
Assignee: idr at freedesktop.org
Reporter: pavol at klacansky.com
QA Contact: intel-3d-bugs at lists.freedesktop.org
Following shader program causes segfault during
glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &str);
```
#version 450
layout(location = 0, std140) uniform MatrixBlock {
mat4 model;
mat4 view;
mat4 projection;
};
out gl_PerVertex {
vec4 gl_Position;
};
void
main(void)
{
gl_Position = vec4(1.0);
}
```
I know that binding should be used in this case for interface block, but should
not the compiler give an error? Tested on r600 and llvmpipe.
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