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We think we've found a GLSL shader compiler bug.
This issue describes the problem in full and links to the relevant files:
https://github.com/mc-imperial/shader-compiler-bugs/issues/41
System Setup Information:
-----------------------------------------
System Used: Dell XPS
CPU SKU: i7
GPU SKU: HD 520
Processor Line: U-Series
System BIOS Version: Dell Inc. 1.0.0, 10/09/2015
CMOS settings: I can check on request
Graphics Driver Version: 21.20.16.4542
GOP/VBIOS Version: Intel Video BIOS
Operating System: Windows 10
OS Version: Pro
API: OpenGL
Occurs on non-Intel GPUs?: Haven't tried
Steps to Reproduce:
-------------------------------
1. Obtain the latest release of get-image, a simple tool that creates
a .png image from a fragment shader (alternatively, use some other
method observing the effect of a fragment shader)
2. From a command prompt, execute:
C:\path\to\get_image\bin\Windows\get_image.exe recipient_reduced_final.frag
This will create output.png, which should look like expected.png
3. From a command prompt, execute:
C:\path\to\get_image\bin\Windows\get_image.exe variant_52_reduced_29_simplified.frag
This will create output.png, which should look like actual.png
Expected Results:
-------------------------------
Both shaders should render an image that looks like expected.png. This is because the only difference between the .frag files is:
- Statement
return ObjUnion(obj0(p), obj1(p));
has been replaced with
return ObjUnion(obj0(p + vec3(0.0, injectionSwitch.x, 0.0)), obj1(p));
in variant_52_reduced_29_simplified.frag
Because injectionSwitch.x is set to 0.0, this should not have an effect.
Actual Results:
-------------------------------
The shaders render completely different images, which they should not.
Additional Information:
-------------------------------
N/A
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Hi Alastair,
Thanks, I reported the issue and and will see what the driver team finds.
-Michael

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