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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [radeonsi] [bisected] reaction-game crashes with GLSL compiler error"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89064#c7">Comment # 7</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [radeonsi] [bisected] reaction-game crashes with GLSL compiler error"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89064">bug 89064</a>
from <span class="vcard"><a class="email" href="mailto:kenneth@whitecape.org" title="Kenneth Graunke <kenneth@whitecape.org>"> <span class="fn">Kenneth Graunke</span></a>
</span></b>
<pre>Yeah, they definitely got lost in time. A while back someone pointed them out
and I rebased them...I just rebased them again:
<a href="https://cgit.freedesktop.org/~kwg/mesa/log/?h=cworth-glcpp-charset-2017">https://cgit.freedesktop.org/~kwg/mesa/log/?h=cworth-glcpp-charset-2017</a>
I ran them through shader-db and the various CTSes with no problems. I hit
some Piglit regressions:
piglit.spec.glsl-es-3_00.compiler.utf8-identifier_vert
piglit.spec.glsl-es-3_00.compiler.utf8-function_vert
piglit.spec.glsl-es-3_00.compiler.utf8-used-define_vert
That said...I think the tests are actually working. It looks like glcpp
printing the bogus character in error messages is making Piglit's output
parsing explode.</pre>
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