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OpenGL & Vulkan

Adept I
Adept I

Persistent corruption in OpenGL shader cache

Observed this issue on two independent customer systems so far, one of them Windows 10, Radeon RX 460 and (probably) recent drivers.

 

We have a simple Win32 OpenGL application, plain OpenGL 4.2 context without extensions. It *may* have crashed close to shader compilation before, but we can't tell for sure.

 

On both customer systems, we faced a persistent, driver internal corruption when attempting to link the first shader of the application.

Output from `glGetProgramInfoLog`:

Fragment shader(s) failed to link.
Fragment link error: HW_UNSUPPORTED.
ERROR: Internal compile error, error code: E_SC_LITERAL_NOT_DEFINED
Shader not supported by HWWARNING: warning(#276) Symbol "color" usage doesn't match between two stages

 

In both cases a recovery was only possible by re-installing the driver package, thereby removing the cache.

In both cases, the same shader program could be linked without warnings afterwards.

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Staff
Staff

Re: Persistent corruption in OpenGL shader cache

Thank you for reporting it. I've whitelisted you and moved this post to the OpenGL forum.

Thanks.

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Staff
Staff

Re: Persistent corruption in OpenGL shader cache

Hi ext3h‌, Thanks for your report, have you tried it on NV's platform? 

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