[Mesa-dev] [Bug 93731] glUniformSubroutinesuiv segfaults when subroutine uniform is bound to a specific location
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Fri Jan 15 16:02:00 PST 2016
https://bugs.freedesktop.org/show_bug.cgi?id=93731
Bug ID: 93731
Summary: glUniformSubroutinesuiv segfaults when subroutine
uniform is bound to a specific location
Product: Mesa
Version: 11.0
Hardware: x86-64 (AMD64)
OS: Linux (All)
Status: NEW
Severity: normal
Priority: medium
Component: Mesa core
Assignee: mesa-dev at lists.freedesktop.org
Reporter: nioko1337 at googlemail.com
QA Contact: mesa-dev at lists.freedesktop.org
Created attachment 121069
--> https://bugs.freedesktop.org/attachment.cgi?id=121069&action=edit
fragment shader to test segfault
In GLSL, one can specify the location of a subroutine uniform by using
something like:
#extension GL_ARB_shader_subroutine : require
#extension GL_ARB_explicit_uniform_location : require
layout(location = 5) subroutine uniform color_t Color;
Assuming this is the only subroutine uniform, you should be able to set it's
value by calling:
UniformSubroutinesuiv(GL_FRAGMENT_SHADER, 6, &[0, 0, 0, 0, 0 ,
subroutin_index]);
According to the spec, the values [0]-[4] should be ignored, and the subroutine
uniform at location 5 should be set to `subroutin_index`.
Mesa will segfault when calling this function like that.
Unfortunately, I do not have a complete minimum example program right now (I'm
not good with raw opengl), but attached is a fragment shader which can be used
to reproduce the problem.
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