https://bugs.freedesktop.org/show_bug.cgi?id=111241
--- Comment #3 from Pierre-Eric Pelloux-Prayer
<pierre-eric.pelloux-pra...@amd.com> ---
Here's my understanding of the issue.
This shader uses 2 passes:
- the first pass has BufferA as input and output and does:
if (first frame)
// init bufferA content
else
// do something useful
- the 2nd pass has BufferA as input and does:
N = texelFetch(bufferA)
for(i=0; i < N; i++)
// do something
The problem here is the "// init bufferA content": it fails to initialize the
buffer content properly, leading to an infinite loop in the 2nd pass.
The exact code is:
if (iFrame==0) { O -= O; return; }
If one replaces this line with:
if (iFrame==0) { O = vec4(0.0f); return; }
The shader works fine (you can test the modified version here:
https://www.shadertoy.com/view/wtSXzw ).
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