shader question
Johan Vos
johan at lodgon.com
Thu Dec 4 12:44:55 UTC 2014
Hi,
Thanks for the link. I fixed the Android issue, and added a comment on the
jira-issue on how I did it.
- Johan
2014-12-02 0:34 GMT+01:00 Chien Yang <chien.yang at oracle.com>:
> 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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