https://bugs.freedesktop.org/show_bug.cgi?id=47607

Alexander Monakov <[email protected]> changed:

           What    |Removed                     |Added
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                 CC|                            |[email protected]

--- Comment #6 from Alexander Monakov <[email protected]> ---
When diffing the traces it's obvious that the only substantial difference
before the crash is in the uniform locations numbering: fglrx returns
tightly-packed 0, 1, 2 ... while Mesa likes to return bigger numbers like 65536
for some kinds.  I bet it overflows a fixed-size buffer in the game.  It's
possible to test this theory by injecting a renumbering hack.

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