[Mesa-dev] [Bug 105755] Mesa freezes when the GLSL shader contains a `for` loop with an uninitialized `i` index/counter variable

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue Mar 27 03:14:09 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=105755

--- Comment #10 from Ilia Mirkin <imirkin at alum.mit.edu> ---
(In reply to Swyter from comment #9)
> @imirkin I'm just doing this, nothing too fancy:
> 
> >	glEnable(GL_DEBUG_OUTPUT);
> >	glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); GL_ASSERT;
> >	glDebugMessageCallback(GLErrorCallback, NULL); GL_ASSERT;
> >	glDebugMessageControl(
> >		GL_DONT_CARE,
> >		GL_DONT_CARE,
> >		GL_DONT_CARE,
> >		0,
> >		NULL,
> >		TRUE
> >	); GL_ASSERT;
> 
> If you take a look at the game log above you can see that it spits the
> compiler info stats. Maybe I'm doing something wrong.

A couple of stupid questions:

1. Could you be feeding the shader to glCompileShader before the above lines?
2. Could the end user have already cached the compilation of this shader?

For the latter, one can run with MESA_GLSL_CACHE_DISABLE=1 to avoid using the
cache.

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