This extremely slow compilation is not actually an infinite loop.
But the compile time does increase with every unrolled loop step in the
shader.
The time to complete is 2^N, where N is the number of loop iterations.
The call to
(*rvalue)->accept(this);
in ir_constant_folding_visitor::handle_rval
I have looked at this problem quite a bit but never got to the bottom of it.
This problem really started to show with commit 857f3a6 - "glsl: Ignore
loop-too-large heuristic if there's bad variable indexing."
That commit makes many more loops unroll.
Here is another example piglit shader_runner tes
Hi,
I have been looking into this bug:
Compiling of shader gets stuck in infinite loop
https://bugs.freedesktop.org/show_bug.cgi?id=78468
Although this occurs at link time when the Intel driver has run some of
its specific lowering passes, it looks like the problem could hit other
drivers if the