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[Docs] (tools/trace_replay): sundial-lite has no output-array indexing - separate cause from improved-transparency, and it reproduces locally
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@@ -501,3 +501,29 @@ deliberately **not** covered by the surface-lost infrastructure clause: its
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`retrace.log` carries neither the `0x300b` nor the `-1000000001` marker, and its
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`mobilegl.log` does reach `OpenGL ES capabilities:`. Both guards exclude it, so
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the run is charged as a failure rather than retried away.
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#### Not the same root cause as improved-transparency, and it reproduces on the desktop
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Checked directly: the generated ESSL for this fixture contains **no fragment
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output arrays and no dynamic output indexing**. Across its 44 shader dumps there
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are zero `out ... [N]` declarations, zero `gl_FragData` references, and zero
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`mg_FragColor_` replicas - so `BroadcastLegacyFragColor` never even fires here.
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Every output is a plainly named location, e.g.
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```
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layout(location = 0) out highp vec4 gbufferData0;
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layout(location = 0) out float iris_FogFragCoord;
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layout(location = 2) out vec3 skyColorUp;
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```
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So the improved-transparency defect (non-constant index into a fragment-output
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array) is **not** what kills the emulator here, and the two need separate fixes.
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The crash does reproduce locally through the ANGLE recipe above, which is much
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cheaper than bisecting on an emulator. Running this fixture on both stacks:
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Mesa passes at SSIM 0.996301; ANGLE exits **139** (SIGSEGV) with no result.json,
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and the host kernel log shows the same fault as CI - several `llvmpipe-N`
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worker threads, `segfault at 8`, `error 4`, all at one instruction. It dies
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immediately after program 58 links, on a draw logged as
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`Using raw depth fetch sampler on unit 13`. Debug that repro under gdb before
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reaching for the 13-commit bisect.
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