Bug 1864587 Comment 6 Edit History

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This sounds very plausible, but I'm not able to repro anything sec-high on my system. The shader appears to fail to compile for me.
I have tried my default Nightly install on Windows, and I have also tried an ASAN build, which doesn't seem to finish compiling the shader.
I am building a local opt build to try to catch this locally to prove it out.

Regardless, I see two paths towards fixing this regardless, so we have options:
*A: Use something like Firefox's CheckedInt in ANGLE here (maybe ANGLE already has such a thing, but if not it's easy to add)
*B: Just use u64 for this, since we're counting by adding, and this would cause the required shader source size to become impossibly large
This sounds very plausible, but I'm not able to repro anything sec-high on my system. The shader appears to fail to compile for me.
I have tried my default Nightly install on Windows, and I have also tried an ASAN build, which doesn't seem to finish compiling the shader.
I am building a local opt build to try to catch this locally to prove it out.

Regardless, I see two paths towards fixing this, so we have options:
*A: Use something like Firefox's CheckedInt in ANGLE here (maybe ANGLE already has such a thing, but if not it's easy to add)
*B: Just use u64 for this, since we're counting by adding, and this would cause the required shader source size to become impossibly large
This sounds very plausible, but I'm not able to repro anything sec-high on my system. The shader appears to fail to compile for me.
I have tried my default Nightly install on Windows, and I have also tried an ASAN build, which doesn't seem to finish compiling the shader.
I am building a local opt build to try to catch this locally to prove it out.

Regardless, I see two paths towards fixing this, so we have options:
* A: Use something like Firefox's CheckedInt in ANGLE here (maybe ANGLE already has such a thing, but if not it's easy to add)
* B: Just use u64 for this, since we're counting by adding, and this would cause the required shader source size to become impossibly large

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