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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Mesa freezes when the GLSL shader contains a `for` loop with an uninitialized `i` index/counter variable"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105755#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Mesa freezes when the GLSL shader contains a `for` loop with an uninitialized `i` index/counter variable"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105755">bug 105755</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Swyter from <a href="show_bug.cgi?id=105755#c9">comment #9</a>)
<span class="quote">> @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.</span >
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.</pre>
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