On Fri, 2015-10-09 at 08:36 +0100, Chris Wilson wrote:
> On Fri, Oct 09, 2015 at 08:09:20AM +0200, Iago Toral Quiroga wrote:
> > For the VS and FS stages that use ARB_vertex_program or
> > ARB_fragment_program we don't have a shader program, however,
> > when debuging is enabled, we call brw_dump_i
On Fri, Oct 09, 2015 at 08:36:29AM +0100, Chris Wilson wrote:
> On Fri, Oct 09, 2015 at 08:09:20AM +0200, Iago Toral Quiroga wrote:
> > For the VS and FS stages that use ARB_vertex_program or
> > ARB_fragment_program we don't have a shader program, however,
> > when debuging is enabled, we call brw
On Fri, Oct 09, 2015 at 08:09:20AM +0200, Iago Toral Quiroga wrote:
> For the VS and FS stages that use ARB_vertex_program or
> ARB_fragment_program we don't have a shader program, however,
> when debuging is enabled, we call brw_dump_ir like this:
>
> brw_dump_ir("vertex", prog, &vs->base, &vp->p
On Fri, Oct 09, 2015 at 08:09:20AM +0200, Iago Toral Quiroga wrote:
> For the VS and FS stages that use ARB_vertex_program or
> ARB_fragment_program we don't have a shader program, however,
> when debuging is enabled, we call brw_dump_ir like this:
>
> brw_dump_ir("vertex", prog, &vs->base, &vp->p
For the VS and FS stages that use ARB_vertex_program or
ARB_fragment_program we don't have a shader program, however,
when debuging is enabled, we call brw_dump_ir like this:
brw_dump_ir("vertex", prog, &vs->base, &vp->program.Base);
which unconditionally dereferences vs, producing a NULL pointer