[Bug 111664] [Bisected] Segmentation fault on FS shader compilation (mat4x3 * mat4x3)
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed Sep 11 14:36:26 UTC 2019
https://bugs.freedesktop.org/show_bug.cgi?id=111664
Bug ID: 111664
Summary: [Bisected] Segmentation fault on FS shader compilation
(mat4x3 * mat4x3)
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: not set
Priority: not set
Component: Drivers/DRI/i965
Assignee: intel-3d-bugs at lists.freedesktop.org
Reporter: andrey.simiklit.1989 at gmail.com
QA Contact: intel-3d-bugs at lists.freedesktop.org
This issue is reproducible on latest master.
FS which causes a crash:
#version 430
out vec4 color;
void main()
{
mat4x3 a;
a = mat4x3(1.0);
mat4x3 b;
b = mat4x3(3.0);
b *= a;
color = b[0].xyzz;
}
Just save it as 'test.frag' in piglit folder and execute:
"./bin/glslparsertest test.frag pass 4.30"
You will see an error like:
"ir_swizzle @ 0x5637f74315f0 specifies a channel not present in the value.
Aborted (core dumped)"
I guess that root cause is because mesa allows such multiplications.
I don't know the reason why mesa allows such multiplication but it should be
wrong because of glsl spec is saying "5.9 Expressions":
"The operator is multiply (*), where both operands are matrices or one operand
is a vector and the
other a matrix. A right vector operand is treated as a column vector and a
left vector operand as a
row vector. In all these cases, it is required that the number of columns of
the left operand is equal
to the number of rows of the right operand"
On shader-playground this shader just fails with an error:
'assign' : cannot convert from ' temp 4X3 matrix of float' to ' temp 4X3
matrix of float'
Note: radv passes this test without errors and crash that also strange)
I am almost done a mesa fix and the piglit test for that.
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