https://bugs.freedesktop.org/show_bug.cgi?id=68348
--- Comment #1 from Ilia Mirkin <[email protected]> --- The big difference between the even and odd numbered shaders/glsl-array-bounds-* seems to be how the invalid index comes about. In the odd-numbered ones, it comes directly from shader code, e.g.: void main() { int idx = 20; array[idx] } In the even-numbered ones, it comes from a uniform that I guess is passed in: uniform int idx; void main() { array[idx] } (And the various tests check fragment/vertex shaders, positive/negative offsets, and the place where the idx comes from, so 8 tests total.) Although I'm not sure there's actually a problem here... the program is doing something illegal. You get segfault notifications in dmesg too... -- You are receiving this mail because: You are the assignee for the bug.
_______________________________________________ Nouveau mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/nouveau
