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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