Summary: | Crash in shader/slang/slang_codegen.c _slang_gen_function_call_name() | ||
---|---|---|---|
Product: | Mesa | Reporter: | francois.bertel |
Component: | Mesa core | Assignee: | mesa-dev |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Bug Depends on: | |||
Bug Blocks: | 29044 | ||
Attachments: | a glsl fragment shader used in VTK |
Description
francois.bertel
2008-11-21 14:12:56 UTC
I've committed a fix to prevent the crash. However, an error is generated in this example. Mesa's GLSL compiler does not yet support true linking of shaders defined in multiple shader programs. That is, all your fragment shader code must be compiled at once with one call to glCompileShader(). Hopefully you can work around this limitation for the time being. Your change ( 4f05893415a2d6f29b29f4daf991ea95a1891a81 ) fixed the VTK test, thanks: http://www.cdash.org/CDash/testDetails.php?test=12861380&build=217358 My algorithm is robust enough when probing the OpenGL capabilities: It first tests for the supported OpenGL versions/extensions. The second part is a try-compile operation like cmake or autoconf would do for a C/C++-compiler expect here it tests for the GLSL compiler. In the case of Mesa, my algorithm raises a flag to say the OpenGL implementation in use cannot support it and returns. When will the Mesa's GLSL compiler support true linking of shaders defined in multiple shader programs? (any plan or roadmap?) We probably won't support true linking for a while. There's other things higher on the list. Mass version move, cvs -> git This testcase compiles under glsl2, and I don't know of any specific issues brought up with linking in this bug, so I think it's fixed. |
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