GLSL shader compiler crash

This topic contains 1 reply, has 2 voices, and was last updated by  Joe Davis 4 years ago.

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  • #31430

    nahplop
    Member

    Hello guys,

    I think I found a crash in the shader compilers.
    It happens when you try to pass an uniform array to a function which expects a different precision qualifier.

    Here is the simple code to reproduce it:
    uniform mediump float mpArray[1];

    void crash(lowp float lpArray[1]){}

    void main()
    {
    crash(mpArray);
    gl_FragColor = vec4(1.);
    }

    The output on Windows says: ERROR: Could not encode the binary due to a problem during compilation.
    It happens with all SGX compilers (glslcompiler_sgx5XX.exe), in vertex shaders and fragment shaders.

    (I also tried to compile it on IOS with glCompileShader and it crash with a bad access exception.)

    Sorry if this is not the right place to report that kind of things 🙂
    Cheers!

    #37864

    Joe Davis
    Member

    Hi,

    Sorry for the very slow response. Thanks for the report – I’ve reproduced it and have filed a bug against our compiler. Hope this wasn’t a blocking issue for you!

    We’ve recently launched a public feature request/bug reporting system: https://pvrsupport.imgtec.com/feedback
    This is the best place to file any feedback you may have in the future 🙂

    Cheers,
    Joe

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