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Adding "discard" after "break" in WebGL (ANGLE) shader causes wrong image to be rendered

Open afd opened this issue 8 years ago • 1 comments
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[Shaders, screenshots, error log, etc.] [ZIP]

Reported to Intel here: https://software.intel.com/en-us/forums/developing-games-and-graphics-on-intel/topic/703691

WebGL links for easy reproduction:

The variant has a "discard" statement after a "break" statement. Because the "discard" statement is unreachable code, this should have no effect on computation.

Recipient:

recipient image

Variant:

variant image

afd avatar Nov 22 '16 21:11 afd

I get this issue with Edge, which doesn't use ANGLE.

afd avatar Dec 20 '16 13:12 afd