The following shader is not detected as faulty by ANGLE:
precision highp float;
void fun(float a)
{}
void main()
{
fun();
gl_FragColor = vec4(0.0);
}
The shader that's generated by ANGLE from this code typically results in an
error from the platform shader compiler.
Original issue reported on code.google.com by oetu...@nvidia.com on 5 Mar 2015 at 3:16
Original issue reported on code.google.com by
oetu...@nvidia.com
on 5 Mar 2015 at 3:16