https://bugs.freedesktop.org/show_bug.cgi?id=105755

--- Comment #10 from Ilia Mirkin <imir...@alum.mit.edu> ---
(In reply to Swyter from comment #9)
> @imirkin I'm just doing this, nothing too fancy:
> 
> >     glEnable(GL_DEBUG_OUTPUT);
> >     glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); GL_ASSERT;
> >     glDebugMessageCallback(GLErrorCallback, NULL); GL_ASSERT;
> >     glDebugMessageControl(
> >             GL_DONT_CARE,
> >             GL_DONT_CARE,
> >             GL_DONT_CARE,
> >             0,
> >             NULL,
> >             TRUE
> >     ); GL_ASSERT;
> 
> If you take a look at the game log above you can see that it spits the
> compiler info stats. Maybe I'm doing something wrong.

A couple of stupid questions:

1. Could you be feeding the shader to glCompileShader before the above lines?
2. Could the end user have already cached the compilation of this shader?

For the latter, one can run with MESA_GLSL_CACHE_DISABLE=1 to avoid using the
cache.

-- 
You are receiving this mail because:
You are the assignee for the bug.
You are the QA Contact for the bug.
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to