Hi all,
Hi Nils,
I’ve been able to successfully compile and link the shaders on the following devices:
* Galaxy S 2.3.3. [SGX driver 1.6.16.3947]
* Kindle Fire [SGX driver 1.7.17.4403]
I’ll try to compile the shaders on a few more devices and will get back to you.
Thanks,
Joe
Hi Joe,
Hi Nils,
I’ve just tried a Nexus S I have and again the shaders you’ve given have compiled and linked sucessfully.
* Nexus S 2.3.1 [SGX driver 1.6.16.3947]
glGetShaderInfoLog() should, in most cases, return the compiler’s output. If the returned string is empty then the compiler may have suffered an internal error and crashed, which in turn means it is unable to fill the log. If I was able to reproduce the crash, I’d be happy to help you look into this. My first approach to this kind of shader compilation problem is to simplify the shader and re-introduce functionality until the crash occurs to gain understanding of where the problem may be.
Do you have access to any PowerVR devices where the crash occurs? Can you use “cat /proc/pvr/version” in the Android shell to query the GPU driver version string and share this with us for any devices that have crashed?
Thanks,
Joe
Hi Joe,
Hi Joe,
HI Nils,
As I haven’t found a device that reproduces the problem, I won’t be able to help you investigate this issue at this point in time.
From what you’ve told me so far, it sounds like the problem may be specific to 1.5 SGX drivers. You can also query the driver version on most devices with glGetString(GL_VERSION). This should make it easier for you to collect the driver version information from devices that you do not have direct access to.
Regards,
Joe
Hi Joe,