I have a compute shader which segfaults glLinkProgram. It compiles without errors, and the info log is empty. I suspect it could have something to do with the giant tables inside. I have two arrays of 4096 entries each, one of bools and one of ints. Might this exceed some undocumented size requirement? Changing the tables to const elements changes exhibited behavior, to crashing the glCompile step instead.
glLinkProgram segfault
Posted: Fri, 2021-07-09 12:48