shader question

Chien Yang chien.yang at oracle.com
Mon Dec 1 23:34:11 UTC 2014


Hi Johan,

This looks like a similar precision setting issue as reported on a 
different GPU.

https://javafx-jira.kenai.com/browse/RT-39547

- Chien

On 11/27/14, 1:13 PM, Johan Vos wrote:
> Hi,
>
> I'm not sure this will ever work, but I started looking into JavaFX 3D on
> Android.
> This is the info from the GPU on my Nexus 5:
> Graphics Vendor: Qualcomm
> Renderer: Adreno (TM) 330
> Version: OpenGL ES 3.0 V at 95.0 AU@  (GIT at I68fa98814b)
>
> While that looks fine, running a simple JavaFX 3D sample crashes in the
> render phase:
>   java.lang.RuntimeException: Error creating shader program
>       at com.sun.prism.es2.ES2Shader.createFromSource(ES2Shader.java:158)
>       at com.sun.prism.es2.ES2PhongShader.getShader(ES2PhongShader.java:177)
>
> I debugged the native code, and the native call to nCreateProgram in
> native-prism-es2/GLContext.c fails in the line
> ctxInfo->glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
> (that is, success = GL_FALSE)
>
> Good enough, the error messages are retrieved, and printed in the log:
> Program link log: --From Vertex Shader:
> Error: Symbol lights defined with different precision in vertex and
> fragment shaders.
> Error: Symbol lights defined with different precision in vertex and
> fragment shaders.
>   --From Fragment Shader:
> Error: Symbol lights defined with different precision in vertex and
> fragment shaders.
> Error: Symbol lights defined with different precision in vertex and
> fragment shaders.
>
> Does anyone have an idea about this? Or is 3D on Android just over
> ambitious?
>
> Thanks,
>
> - Johan



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