http://bugs.freedesktop.org/show_bug.cgi?id=11783

           Summary: Using undeclared varying in fragment shader causes
                    segfault
           Product: Mesa
           Version: CVS
          Platform: x86 (IA32)
        OS/Version: Windows (All)
            Status: NEW
          Severity: enhancement
          Priority: low
         Component: Mesa core
        AssignedTo: [email protected]
        ReportedBy: [EMAIL PROTECTED]


Hi,

another minor enhancement suggestion. I ended up with a fragment shader which
accidentally failed to declare a varying it used:

--- STARTS ---
// I accidentally failed to delcare the varying
// varying vec3 vv3colour;

void main(void) {
  gl_FragColor = vec4(vec3(vv3colour), 1.0);
}
--- FINISH ---

Under Mesa I got a strange looking segfault at runtime, which GDB claimed ended
up in glUniformMatrix2x3fv(). I can try to trace this better if it'll help.

Under ATI drivers I got a compiler error.

Another robustness improvement for bad shader coders :-) ?

Thanks, Pete


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