All that mesa does when releasing the shader compiler is clear its builtins list. So make sure to use a builtin, and release the compiler sooner, to trigger a bug in mesa.
This code sequence is hit by some core Android component. Reported-by: Rob Herring <[email protected]> Signed-off-by: Ilia Mirkin <[email protected]> --- .../arb_es2_compatibility-releaseshadercompiler.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tests/spec/arb_es2_compatibility/arb_es2_compatibility-releaseshadercompiler.c b/tests/spec/arb_es2_compatibility/arb_es2_compatibility-releaseshadercompiler.c index b5c476e..0abdb5d 100644 --- a/tests/spec/arb_es2_compatibility/arb_es2_compatibility-releaseshadercompiler.c +++ b/tests/spec/arb_es2_compatibility/arb_es2_compatibility-releaseshadercompiler.c @@ -55,7 +55,7 @@ static const char fs_text[] = "#version 100\n" "uniform mediump vec4 color;\n" "void main () {\n" - " gl_FragColor = color;\n" + " gl_FragColor = clamp(color, vec4(0), vec4(1));\n" "}\n" ; @@ -67,6 +67,7 @@ draw(const float *color, float x_offset) GLint offset_location; prog = piglit_build_simple_program(vs_text, fs_text); + glReleaseShaderCompiler(); glBindAttribLocation(prog, 0, "vertex"); glLinkProgram(prog); @@ -92,7 +93,6 @@ piglit_display(void) float blue[] = {0.0, 0.0, 1.0, 0.0}; draw(green, 0.0f); - glReleaseShaderCompiler(); draw(blue, 1.0f); pass &= piglit_probe_pixel_rgba(piglit_width / 4, piglit_height / 2, -- 2.4.10 _______________________________________________ Piglit mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/piglit
