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<b><a class="bz_bug_link
bz_status_VERIFIED bz_closed"
title="VERIFIED NOTOURBUG - Regression: GLB 2.7 & Glmark-2 GLES versions segfault due to linker precision error (259fc505) on dead variable"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97532#c30">Comment # 30</a>
on <a class="bz_bug_link
bz_status_VERIFIED bz_closed"
title="VERIFIED NOTOURBUG - Regression: GLB 2.7 & Glmark-2 GLES versions segfault due to 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>(In reply to Tomasz Figa from <a href="show_bug.cgi?id=97532#c29">comment #29</a>)
<span class="quote">> This is also affecting Forge of Empires on Android. With Kenneth's patch and
> the drirc option enabled for <application name="Default"> the game starts
> working again.</span >
IMHO it would be good the check whether the problem is just with a dead
variable, or is there a real functional issue with the shader.
(If other drivers have accepted latter, they're pretty broken too...)
If env vars work with Android, you can do that either by using my original
patch:
<a href="https://bugs.freedesktop.org/attachment.cgi?id=126582">https://bugs.freedesktop.org/attachment.cgi?id=126582</a>
Otherwise you could add the check from it to Kenneth's:
if ((existing->data.used && var->data.used)
-> still error
else
-> warning
Or dump & inspect the shader code directly.</pre>
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