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cybernoid
Adept I

OpenGL GLSL Crash Bug Report

Hello,

Your latest Catalyst Drivers (14.4) are crashing out if you end a shader source file with an #endif statement with no newline after it.  Details are:

1) Windows 7 64Bit SP1

2) Visual Studio 2010 SP1 + CodeXL

3) OpenGL 3.2 Core Context

4) Radeon 5870 Mobile on a Asus G73 Gaming Notebook

5) Completely crashes the program after glCompileShader() in a call to glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled)

6) Crash makes CodeXL exit: CodeXL - Debug String: Critical error detected c0000374

7) Same code works fine on an Intel HD4000 and other GPU's

😎 I am running all OpenGL functionality on a separate thread from the applications main thread after context creation with seemingly no issues

CodeXL relevant output:

CodeXL - Checking for memory leaks - Context 1 deleted

CodeXL - No memory leaks were found

CodeXL - OpenGL Render Context 1 Deleted

CodeXL - Thread Created: 8100

CodeXL - Thread Created: 8324

CodeXL - Thread Created: 8272

CodeXL - Thread Created: 10188

CodeXL - Thread Created: 8660

CodeXL - Thread Created: 7208

CodeXL - Thread Created: 8536

CodeXL - Thread Created: 2804

CodeXL - Thread Created: 6708

CodeXL - Thread Created: 9192

CodeXL - Debug String: DrawWindowsThread entered

CodeXL - DLL Loaded: C:\Program Files\WIDCOMM\Bluetooth Software\BtMmHook.dll

CodeXL - DLL Loaded: C:\Windows\System32\cryptbase.dll

CodeXL - DLL Loaded: C:\Windows\System32\clbcatq.dll

CodeXL - Debug String: Detected error: The debugged process asked for an extension function pointer (wglChoosePixelFormatARB) from one render context, but called this function pointer in another render context (context #0)

CodeXL - Debug String: Detected error: The debugged process asked for an extension function pointer (wglCreateContextAttribsARB) from one render context, but called this function pointer in another render context (context #0)

CodeXL - OpenGL Render Context 2 Created

CodeXL - OpenGL Error: glGetString - GL_INVALID_ENUM

CodeXL - Debug String: Created OpenGL context

CodeXL - Debug String: Creating shader

CodeXL - Debug String: Setting shader source

CodeXL - Debug String: Compiling shader

CodeXL - Breakpoint Hit: glCompileShader

CodeXL - Thread Created: 3564

CodeXL - Debug String: Critical error detected c0000374

CodeXL - Second Chance Exception

CodeXL - Thread Terminated: 10152

CodeXL - Thread Terminated: 8100

CodeXL - Thread Terminated: 9700

CodeXL - Thread Terminated: 8324

CodeXL - Thread Terminated: 8272

CodeXL - Thread Terminated: 8520

CodeXL - Thread Terminated: 10188

CodeXL - Thread Terminated: 8660

CodeXL - Thread Terminated: 7208

CodeXL - Thread Terminated: 6708

CodeXL - Thread Terminated: 9192

CodeXL - Thread Terminated: 8536

CodeXL - Thread Terminated: 2804

CodeXL - Process Exit

CodeXL - Checking for memory leaks - Context 1 deleted

CodeXL - No memory leaks were found

CodeXL - OpenGL Render Context 1 Deleted

CodeXL - Thread Created: 8100

CodeXL - Thread Created: 8324

CodeXL - Thread Created: 8272

CodeXL - Thread Created: 10188

CodeXL - Thread Created: 8660

CodeXL - Thread Created: 7208

CodeXL - Thread Created: 8536

CodeXL - Thread Created: 2804

CodeXL - Thread Created: 6708

CodeXL - Thread Created: 9192

CodeXL - Debug String: DrawWindowsThread entered

The shader is:

#version 150 core

#define COMPILE_VERTEX_SHADER

#ifdef COMPILE_FRAGMENT_SHADER

  out vec4 RenderTarget0;

  

  void main()

  {

  RenderTarget0 = vec4(1.0, 1.0, 1.0, 1.0);

  }

#else

  in vec3 VertexPosition;

  void main()

  {

  gl_Position = vec4(VertexPosition, 1.0);

  }

#endif // Needs a newline here otherwise it will crash

The shader is assembled using glShaderSource() passing three source strings.  No lengths are passed and they are all properly null terminated from double checking in the visual studio memory view.  First source string is the shader version, second the #define for vertex or fragment shader, third the actual #ifdef shaders bit.

Attached is the shader as saved directly out of CodeXL just before the glCompileShader().

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