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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED - WebGL2 shader crashes i965_dri.so 17.3.3"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105271#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED - WebGL2 shader crashes i965_dri.so 17.3.3"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105271">bug 105271</a>
from <span class="vcard"><a class="email" href="mailto:t_arceri@yahoo.com.au" title="Timothy Arceri <t_arceri@yahoo.com.au>"> <span class="fn">Timothy Arceri</span></a>
</span></b>
<pre>This looks like a buggy shader to me.
Inside one of the loops it contains:
((v687 / (((true ? (0 + ((v687) + 0)) : (- 63176))
Where for the first iteration of the loop v687 == 0 so we end up with:
0 / 0
My guess is GLSL IR just happened to optimise away this expression before
constant folding tried to evaluate the constants expression.</pre>
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