[LWJGL3] Experiencing weird crash on glUseProgram when started in fullscreen

Today, I have spotted a weird crash on glUseProgram if I started my game in fullscreen. I’m using the latest nightly (#1 of 3.0.0b). Here is the crash that I have recieved.

[url=http://www.java-gaming.org/?action=pastebin&id=1308]


#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ffd8ae7f8b1, pid=1396, tid=5532
#
# JRE version: Java(TM) SE Runtime Environment (8.0_45-b15) (build 1.8.0_45-b15)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.45-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [ig7icd64.dll+0x9f8b1]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# E:\GitHub\SilenceEngine\hs_err_pid1396.log
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed

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This is strange for me, as this is not the case when I run in windowed mode, or switch the window to a fullscreen window after starting the game. But this occurs if I start directly in the fullscreen mode. Can anyone say what is happening in my case?

Hard to say without the full log, but it seems to be crashing in the driver.

I have included the full log: just click on the code. Or here is it: http://www.java-gaming.org/?action=pastebin&id=1308

It crashes at glUseProgram, which could be a driver bug. Does it work with a simpler shader?

I think my shaders are simple, the default shader just outputs the color, and the light shader does the lighting. This is crashing at the binding of the light shader. I’ve tried replacing my light shader to a simple one that just outputs white color, and the crash still happens.

I noticed one more thing, this is working fine on my desktop (NVIDIA GTX 750 TI) and also on my laptop if I use the NVIDIA gpu. Dunno why it is failing with Intel HD 4000. I have already updated my graphics, but so far no luck. Does anyone has experienced this kind of issue before?

Why not running your simple example in plain C in order to determine whether or not the binding is to blame?

Definitely a driver bug. Try updating your Intel drivers.

You can use this example based on GLEW and SFML:

If it still crashes, it will confirm that it’s really a driver bug.

Yes this is a driver bug. The C version did the same. The issue is having only a single shader works fine, but binding another program while one is in use (that is normal) it crashes. I can confirm that this only occurs on Intel HD 4000 of my laptop, switching to NVIDIA graphics makes it work pretty fine.

I’m NOT blaming the bindings, I have just included it in the title tag guessing people will ask me what bindings are you using and similar questions. I have updated my drivers to the latest ones, but the same is the case. Think I’ll ignore this now.