GLS language errors (Was: Internal error: Error loading stock shader FillRoundRect_LinearGradient,_PAD on Vivante ARM)
Kevin Rushforth
kevin.rushforth at oracle.com
Mon Oct 3 14:11:21 UTC 2016
Hi Erik,
Thank you for filing this. I see the bug has been filed as JI-9044144.
Once the incident team finishes reviewing it they will transfer it to
the JDK project where it will be publicly visible.
-- Kevin
Erik De Rijcke wrote:
> I filed a report but it seems to be under review(?).
>
> On Wed, Sep 28, 2016 at 6:06 PM, Kevin Rushforth
> <kevin.rushforth at oracle.com <mailto:kevin.rushforth at oracle.com>> wrote:
>
> I don't find a bug relating to this, so it seems the bug was never
> filed.
>
> Can you please file one?
>
> Thanks.
>
> -- Kevin
>
>
>
> Erik De Rijcke wrote:
>
> Hi all,
>
> Any follow up on this? I'm experiencing the same issue here
> (latest
> openjfx8 on wayland using mesa egl/gles2).
>
> Erik
>
> On Wed, Mar 2, 2016 at 6:36 PM, Chien Yang
> <chien.yang at oracle.com <mailto:chien.yang at oracle.com>> wrote:
>
>
>
> Hi Maurice,
>
> Can you please file a JIRA on this issue?
>
> Thanks,
> - Chien
>
>
> On 3/1/16, 11:45 PM, Maurice wrote:
>
>
>
> Jim,
>
> A solution in line of that of Johan Vos [1] works.
> JavaFX can be run and
> doesn't crash on startup when compiling the shaders. I
> think they should be
> taken into account for at least JavaFX 9, as it
> reduces a very serious bug
> to a possible optimization.
>
> Maurice.
>
> [1]
> https://bitbucket.org/javafxports/8u60-rt/commits/595633bbaa
> <https://bitbucket.org/javafxports/8u60-rt/commits/595633bbaa>
> e36f98d85d47d276294442ea43488c
>
> Op 02-03-16 om 02:22 schreef Jim Graham:
>
>
>
> The thing about this use of pixcoord is that the
> same information can be
> supplied much more efficiently as a pair of
> texture coordinates. The value
> of pixcoord ends up being a linear equation over
> the area of the primitive
> which is exactly what texture coordinate samples
> give you for free.
>
> I believe some of the other gradient methods use
> that texture coordinate
> technique to avoid having to use pixcoord, but the
> issue is that we've
> hard-coded all of our VertexBuffer streams to have
> exactly 2 sets of
> texture coordinates and so you only get room to
> pass in so many values and
> these (i.e. this family of) shaders are already
> using those texture
> coordinates to pass in too many values to leave
> enough free for the
> gradient fractions.
>
> This shader could be avoided, I believe, by
> rasterizing the shape into
> an alpha mask and using one of the alpha mask
> gradient shaders that doesn't
> rely on pixcoord. In fact, in some embedded
> environments these shaders
> have so many computations per pixel that running
> the shape rasterizer on
> the CPU actually wins performance (and especially
> if you cache the alpha
> masks as some of our NGShape nodes do)...
>
> ...jim
>
> On 3/1/16 9:10 AM, Maurice wrote:
>
>
>
>
>
>
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