[Mesa-dev] [PATCH shader-db] run: don't use alloca to avoid random crashes in the GLSL compiler

Ian Romanick idr at freedesktop.org
Wed Dec 7 18:03:32 UTC 2016


On 12/07/2016 09:44 AM, Marek Olšák wrote:
> On Wed, Dec 7, 2016 at 6:42 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
>> What's wrong with feeding it stack memory?
> 
> I don't really have an answer to that.

Does valgrind provide any clues?  The usual problems are running out of
stack (is that still a thing?) or buffer overrun.  I'm also curious why
you allocate shader[i].length + 1000.  Did it also fail with just +1?

> Marek
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