I have this shader and whenever it's used it crashes the driver in the next draw call :

precision highp float; uniform highp sampler2DMS Texture0; uniform highp sampler2DMS Texture1; in highp vec2 OutTexcoord; uniform vec2 Texture0Size; uniform float NumSamples; layout(location = 0) out vec4 FragColor; void main() { vec4 FinalColor = vec4(0, 1, 0, 0.5); //texelFetch acts like D3D Texture::Load vec2 TextureSpaceCoords = vec2( OutTexcoord.x * Texture0Size.x, OutTexcoord.y * Texture0Size.y ); vec4 ColorSum = vec4( 0, 0, 0, 0 ); for(int i=0; i<NumSamples; i++) ColorSum += texelFetch( Texture0, ivec2( TextureSpaceCoords.x, TextureSpaceCoords.y), i ); ColorSum = ColorSum / NumSamples; vec4 Depth = texelFetch( Texture1, ivec2( TextureSpaceCoords.x, TextureSpaceCoords.y), 0 );//.x; //FragColor = vec4( Depth, Depth, Depth, 1.0 ); FragColor = FinalColor;//vec4(Depth,Depth,Depth,Depth);//FinalColor; gl_FragDepth = Depth.x; }

Ofcourse the shader isn't exactly correct though crashes should never happen. After correction I get a black screen with this :

precision highp float; uniform highp sampler2DMS Texture0; uniform highp sampler2DMS Texture1; in highp vec2 OutTexcoord; uniform vec2 Texture0Size; uniform float NumSamples; layout(location = 0) out vec4 FragColor; void main() { vec4 FinalColor = vec4(0, 1, 0, 0.5); //texelFetch acts like D3D Texture::Load vec2 TextureSpaceCoords = vec2( OutTexcoord.x * Texture0Size.x, OutTexcoord.y * Texture0Size.y ); vec4 ColorSum = vec4( 0, 0, 0, 0 ); for(int i=0; i<NumSamples; i++) ColorSum += texelFetch( Texture0, ivec2( TextureSpaceCoords.x, TextureSpaceCoords.y), i ); FinalColor = ColorSum / NumSamples; vec4 Depth = texelFetch( Texture1, ivec2( TextureSpaceCoords.x, TextureSpaceCoords.y), 0 );//.x; //FragColor = vec4( Depth, Depth, Depth, 1.0 ); FragColor = FinalColor;//vec4(Depth,Depth,Depth,Depth);//FinalColor; gl_FragDepth = Depth.x; }

EDIT : I solved my own issue : I ran it under an Android device and it reported that the for loop compared ints with floats, changing

uniform float NumSamples;

to

uniform int NumSamples;

solves the black screen issue.

Can i try this code?