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<base href="https://bugs.freedesktop.org/" />
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<body><table border="1" cellspacing="0" cellpadding="8">
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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - Shader abort/crash"
href="https://bugs.freedesktop.org/show_bug.cgi?id=94199">94199</a>
</td>
</tr>
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<th>Summary</th>
<td>Shader abort/crash
</td>
</tr>
<tr>
<th>Product</th>
<td>Mesa
</td>
</tr>
<tr>
<th>Version</th>
<td>unspecified
</td>
</tr>
<tr>
<th>Hardware</th>
<td>Other
</td>
</tr>
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<th>OS</th>
<td>All
</td>
</tr>
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<th>Status</th>
<td>NEW
</td>
</tr>
<tr>
<th>Severity</th>
<td>normal
</td>
</tr>
<tr>
<th>Priority</th>
<td>medium
</td>
</tr>
<tr>
<th>Component</th>
<td>Drivers/DRI/i965
</td>
</tr>
<tr>
<th>Assignee</th>
<td>idr@freedesktop.org
</td>
</tr>
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<th>Reporter</th>
<td>marcandre.lureau@gmail.com
</td>
</tr>
<tr>
<th>QA Contact</th>
<td>intel-3d-bugs@lists.freedesktop.org
</td>
</tr></table>
<p>
<div>
<pre>The following snippet crashes with mesa
shader_runner: glsl/ir_validate.cpp:565: virtual ir_visitor_status
{anonymous}::ir_validate::visit_leave(ir_expression*): Assertion
`ir->operands[0]->type == glsl_type::uint_type' failed.
#4 0x00007ffff08b0dd4 in (anonymous namespace)::ir_validate::visit_leave
(this=<optimized out>, ir=<optimized out>) at glsl/ir_validate.cpp:565
#5 0x00007ffff08ac206 in ir_assignment::accept (this=0x790fa0,
v=0x7fffffffd4b0) at glsl/ir_hv_accept.cpp:304
#6 0x00007ffff08abc46 in visit_list_elements (v=v@entry=0x7fffffffd4b0,
l=l@entry=0x7f9398, statement_list=statement_list@entry=true) at
glsl/ir_hv_accept.cpp:55
#7 0x00007ffff08abda7 in ir_function_signature::accept (this=0x7f9350,
v=0x7fffffffd4b0) at glsl/ir_hv_accept.cpp:115
#8 0x00007ffff08abc46 in visit_list_elements (v=v@entry=0x7fffffffd4b0,
l=l@entry=0x78af78, statement_list=statement_list@entry=false) at
glsl/ir_hv_accept.cpp:55
#9 0x00007ffff08abe1e in ir_function::accept (this=0x78af50, v=0x7fffffffd4b0)
at glsl/ir_hv_accept.cpp:127
#10 0x00007ffff08abc46 in visit_list_elements (v=v@entry=0x7fffffffd4b0,
l=l@entry=0x788c90, statement_list=statement_list@entry=true) at
glsl/ir_hv_accept.cpp:55
#11 0x00007ffff08abaaa in ir_hierarchical_visitor::run
(this=this@entry=0x7fffffffd4b0, instructions=instructions@entry=0x788c90) at
glsl/ir_hierarchical_visitor.cpp:364
#12 0x00007ffff08b1e3b in validate_ir_tree (instructions=0x788c90) at
glsl/ir_validate.cpp:912
#13 0x00007ffff0968544 in process_glsl_ir (shader_prog=0x794930,
shader=0x793dd0, shader=0x793dd0, brw=0x7ffff7f71040, stage=MESA_SHADER_VERTEX)
at brw_link.cpp:165
#14 brw_link_shader (ctx=0x7ffff7f71040, shProg=0x794930) at brw_link.cpp:205
#15 0x00007ffff0804892 in _mesa_glsl_link_shader (ctx=0x7ffff7f71040,
prog=0x794930) at program/ir_to_mesa.cpp:3040
#16 0x00007ffff069c4ff in link_program (ctx=0x7ffff7f71040, program=3) at
main/shaderapi.c:1048
[require]
GLSL >= 1.40
[vertex shader]
#version 140
in vec4 in_0;
smooth out vec4 ex_g9;
vec4 temp0[1];
uniform vsubo2 { vec4 vsubo2contents[1]; };
void main(void)
{
temp0[0].x = vsubo2contents[0].x;
temp0[0].y = vsubo2contents[0].y;
ex_g9 = vec4(( temp0[0] ));
}
[fragment shader]
#version 140
smooth in vec4 ex_g9;
out vec4 fsout_c0;
void main(void)
{
fsout_c0 = vec4(((ex_g9)));
}
[test]</pre>
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