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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - WebGL2 shader crashes i965_dri.so 17.3.3"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105271#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - 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:jason@jlekstrand.net" title="Jason Ekstrand <jason@jlekstrand.net>"> <span class="fn">Jason Ekstrand</span></a>
</span></b>
<pre>Getting a division by zero in constant propagation is trivial. All we would
have to do is write a simple shader_runner test. Getting it to only trigger in
NIR would be a bit trickier, but I think it could be done. Now that NIR is the
only thing doing loop unrolling, we could do something like this:
int j = 0;
for (int i = 0; i < 4; i++)
j += 42/i;
gl_FragColor.x = 255.0f / float(i);
That should do the trick.</pre>
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