On 17/05/18 14:23, Ilia Mirkin wrote:
Was this trace taken with mesa? Looks like the app was subjected to
adverse conditions...
Here is a better trace using mesa master:
https://drive.google.com/open?id=1pws2OfCMHBL8QkOZKoVp1NbtgD9zPHh6
60876 glCreateShader(type = GL_VERTEX_SHADER) = 5
60877 glShaderSource(shader = 5, count = 1, string = &"#version 100
uniform mat4 uClipFromEyeMatrix;
uniform mat4 uStartFromModelMatrix;
uniform mat4 uEyeFromStartMatrix;
uniform mat4 uHeadFromStartMatrix;
attribute vec3 aVertex;
attribute vec2 aTexCoords;
varying vec2 vTexCoords;
void main(void) {
vTexCoords = aTexCoords;
gl_Position = uClipFromEyeMatrix * uEyeFromStartMatrix *
uStartFromModelMatrix * vec4(aVertex, 1.);
}
", length = NULL)
60878 glCompileShader(shader = 5)
60879 glGetShaderiv(shader = 5, pname = GL_COMPILE_STATUS, params = &0)
60880 glGetShaderInfoLog(shader = 5, bufSize = 2047, length = NULL,
infoLog = "0:1(10): error: GLSL ES 1.10 is not supported. Supported
versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
")
60881 glDeleteShader(shader = 5)
Dunno where GLSL ES 1.10 came from, but that's not even a thing. Nor
is it requested... perhaps some kind of override going wrong?
Anyways, it does seem to try to link version 100 + version 110
together later on. But perhaps that only ends up happening because
compiling the ES shader fails (from the application's standpoint).
-ilia
On Thu, May 17, 2018 at 12:12 AM, Timothy Arceri <tarc...@itsqueeze.com> wrote:
On 17/05/18 10:55, Ilia Mirkin wrote:
ES has all kinds of additional linking rules. I suspect they'll break
down if some of the shaders are ES and some are not-ES.
This all does sound very odd -- what did you see in practice?
Here is a trace is you want to have a look at the various isses for
yourself:
https://drive.google.com/open?id=16z5udwUFUmCbg9kEyO741ydXzgRLB7kK
On Wed, May 16, 2018 at 3:04 AM, Timothy Arceri <tarc...@itsqueeze.com>
wrote:
In GLES shader versions must match but there is nothing
in the ARB_ES*_compatibility specs that say they must match.
This fixes some compilation errors in Google Earth VR.
---
src/compiler/glsl/linker.cpp | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index f060c5316fa..2b7ee0ad5a6 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -83,6 +83,7 @@
#include "builtin_functions.h"
#include "shader_cache.h"
+#include "main/context.h"
#include "main/imports.h"
#include "main/shaderobj.h"
#include "main/enums.h"
@@ -4799,7 +4800,8 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog)
min_version = MIN2(min_version, prog->Shaders[i]->Version);
max_version = MAX2(max_version, prog->Shaders[i]->Version);
- if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
+ if (!_mesa_is_desktop_gl(ctx) &&
+ prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
linker_error(prog, "all shaders must use same shading "
"language version\n");
goto done;
@@ -4817,7 +4819,7 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog)
/* In desktop GLSL, different shader versions may be linked
together. In
* GLSL ES, all shader versions must be the same.
*/
- if (prog->Shaders[0]->IsES && min_version != max_version) {
+ if (!_mesa_is_desktop_gl(ctx) && min_version != max_version) {
linker_error(prog, "all shaders must use same shading "
"language version\n");
goto done;
--
2.17.0
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