<html>
<head>
<base href="https://bugs.freedesktop.org/">
</head>
<body>
<p>
<div>
<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Regression: GLB 2.7 segfaults due to bogus linker precision error (259fc505) on dead variable"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97532#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Regression: GLB 2.7 segfaults due to bogus linker precision error (259fc505) on dead variable"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97532">bug 97532</a>
from <span class="vcard"><a class="email" href="mailto:eero.t.tamminen@intel.com" title="Eero Tamminen <eero.t.tamminen@intel.com>"> <span class="fn">Eero Tamminen</span></a>
</span></b>
<pre>For example:
./build_x86_64/binaries/GLBenchmark -data data -w 1366 -h 768 -t
GLB27_TRex_C24Z16_FixedTimeStep
But basically anything should crash right at start when GLB 2.7 compiles all of
its shaders.
Maybe you have somehow different version of GLB 2.7. If you use
MESA_SHADER_DUMP_PATH to get shaders out of GLB, do you see the indicated
variable in shaders:
$ grep fragmentColorVP *
FS_d049e6b822a18cb092e02530736ad6229104e9bb.glsl:uniform vec3 fragmentColorVP;
FS_d049e6b822a18cb092e02530736ad6229104e9bb.glsl: gl_FragColor = tex *
vec4(fragmentColorVP, 1.0);
VS_51d5e7cdfb8adc088cc5592d75b01fea7bf0ee69.glsl:uniform vec3 fragmentColorVP;
?</pre>
</div>
</p>
<hr>
<span>You are receiving this mail because:</span>
<ul>
<li>You are the QA Contact for the bug.</li>
</ul>
</body>
</html>