I whittled a crash case down to two totally trivial shaders. When in the same spv module, the nv driver crashes in glSpecializeShader.
Anyone clue me in on what I’m doing wrong? Hard to believe something this simple is an actual driver bug. I’ve mucked around with the shader a great deal, and the presence of the second degree OpAccessChain to tesc’s gl_out is what crashes it. I.e., gl_out[gl_InvocationID].Position causes the crash, but gl_out[gl_InvocationID] does not.