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!
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