[Docs] (tools/trace_replay): sundial-lite has no output-array indexing - separate cause from improved-transparency, and it reproduces locally

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2026-08-11 22:48:51 -04:00
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commit 7994ca31d3
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@@ -501,3 +501,29 @@ deliberately **not** covered by the surface-lost infrastructure clause: its
`retrace.log` carries neither the `0x300b` nor the `-1000000001` marker, and its
`mobilegl.log` does reach `OpenGL ES capabilities:`. Both guards exclude it, so
the run is charged as a failure rather than retried away.
#### Not the same root cause as improved-transparency, and it reproduces on the desktop
Checked directly: the generated ESSL for this fixture contains **no fragment
output arrays and no dynamic output indexing**. Across its 44 shader dumps there
are zero `out ... [N]` declarations, zero `gl_FragData` references, and zero
`mg_FragColor_` replicas - so `BroadcastLegacyFragColor` never even fires here.
Every output is a plainly named location, e.g.
```
layout(location = 0) out highp vec4 gbufferData0;
layout(location = 0) out float iris_FogFragCoord;
layout(location = 2) out vec3 skyColorUp;
```
So the improved-transparency defect (non-constant index into a fragment-output
array) is **not** what kills the emulator here, and the two need separate fixes.
The crash does reproduce locally through the ANGLE recipe above, which is much
cheaper than bisecting on an emulator. Running this fixture on both stacks:
Mesa passes at SSIM 0.996301; ANGLE exits **139** (SIGSEGV) with no result.json,
and the host kernel log shows the same fault as CI - several `llvmpipe-N`
worker threads, `segfault at 8`, `error 4`, all at one instruction. It dies
immediately after program 58 links, on a draw logged as
`Using raw depth fetch sampler on unit 13`. Debug that repro under gdb before
reaching for the 13-commit bisect.