Driver bugs
#1157 - Varying structs
Description: Using varying structs can cause shader errors.
Workaround: Not use structs for varyings.
OS: Windows (GL and ANGLE)
Vendors: Intel, Nvidia
Driver versions: NVIDIA 381.65, ???
See also: Issue#1136
Servo#13953 - Mac glsl compiler bug.
Description: GLSL complier fails to parse the function get_fetch_uv in prim_shared.glsl .
Workaround: This particular function was turned into a #define macro.
OS: Mac
Vendors:Intel
Driver versions: Intel Iris 6100, Intel HD 5300, Intel HD 6000
??? - Mac glsl compiler bug realted to logical operators in #if blocks.
Description: Found the diff but not the detailed issue. Most likely a shader compiler error with logical opertors in #if conditions like #if FOO == 1 && BAR == 1.
Workaround: Nest #if blocks instead.
OS: Mac
Vendors: ???
Driver versions: ???
#105 - Inset shadow with border radius crash
Workaround: issue, accidentally fixed, we don't know how.
OS: Mac
#650 - Terrible performance of sub-texture uploads on some mobile devices.
Description: glTexSubImage is extremely slow on some devices (usually old ones).
Workaround: None (maybe driver blocklist?).
OS: Android
Devices: SGX540, SGX530, Adreno200, Adreno205, (...)
#1242 - LLVM hang during shader compilation
Description: Heavy inlining of the shader code may cause a hangup in llvmpipe.
Workaround: Move function invocations outside of the switch/case arms.
OS: Any
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