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    <body><span class="vcard"><a class="email" href="mailto:swyterzone+mesa3d@gmail.com" title="Swyter <swyterzone+mesa3d@gmail.com>"> <span class="fn">Swyter</span></a>
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          <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>
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           <td>swyterzone+mesa3d@gmail.com
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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#c5">Comment # 5</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:swyterzone+mesa3d@gmail.com" title="Swyter <swyterzone+mesa3d@gmail.com>"> <span class="fn">Swyter</span></a>
</span></b>
        <pre>Created <span class=""><a href="attachment.cgi?id=138368" name="attach_138368" title="game-log-with-debug-ogl-context-and-callback-no-undefined-warns.txt">attachment 138368</a> <a href="attachment.cgi?id=138368&action=edit" title="game-log-with-debug-ogl-context-and-callback-no-undefined-warns.txt">[details]</a></span>
game-log-with-debug-ogl-context-and-callback-no-undefined-warns.txt

@imirkin Looks like these GLSL warnings aren't exposed through
GL_ARB_debug_output/GL_KHR_debug callbacks. I originally developed the Linux
port using Mesa/radeonsi on a [AMD/ATI] Kaveri [Radeon R7 Graphics] (rev d4)
(PCI ID 1002:130f) and the warnings and error reporting always proved useful,
but that was before I implemented the dynamic lights part. I need to test if
the newer version of the game (with the attached shader) lock ups AMD/radeon
cards, too.

Anyway, thanks for the piglit tip. I'll use it from now on to lint my shaders,
hopefully they'll end up slightly less 'freezy'.</pre>
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