Arm Community
Site
Search
User
Site
Search
User
Groups
Arm Research
DesignStart
Education Hub
Graphics and Gaming
High Performance Computing
Innovation
Multimedia
Open Source Software and Platforms
Physical
Processors
Security
System
Software Tools
TrustZone for Armv8-M
中文社区
Blog
Announcements
Artificial Intelligence
Automotive
Healthcare
HPC
Infrastructure
Innovation
Internet of Things
Machine Learning
Mobile
Smart Homes
Wearables
Forums
All developer forums
IP Product forums
Tool & Software forums
Pelion IoT Platform
Support
Open a support case
Documentation
Downloads
Training
Arm Approved program
Arm Design Reviews
Community Help
More
Cancel
Developer Community
Tools and Software
Graphics and Gaming
Jump...
Cancel
Graphics and Gaming
Graphics and Gaming forum
Shader Development tools: syntax checking is useless
Blog
Forum
Videos & Files
Help
Jump...
Cancel
New
Replies
3 replies
Subscribers
133 subscribers
Views
2807 views
Users
0 members are here
Mali-GPU
Related
Shader Development tools: syntax checking is useless
Offline
xun gong
over 7 years ago
Note: This was originally posted on 25th January 2013 at
http://forums.arm.com
Environment:
OS: Windows XP SP3 Build-2600
GPU: GeForce GTX 550 Ti
Shader Development tools: 1.3.0.8592_Beta
Mali Offline Shader Compiler: v4.0.0
Emulator: OpenGL_ES_Emulator_1.3.0.7490_Win32.msi
Eclipse: 3.7.0
Problem:
Enable Offline Shader Compile, but the syntax checking is useless.
First, i run the malisc.exe, an error occur which reported that: " lack msvcr100.dll", then i download the dll and copy to system32-dir. After that, i run malisc.exe in cmd successfully, but the syntax checking is also useless.
Then i checked the path of malisc.exe, i tried something below to make sure the plugin(Shader Development tools) do execute the malisc.exe:
1, Edit malisc.exe, break it;
2, Write some shader in eclipse, the save, and then an error window jump out to show some message like "bad exe format".
3, So, i think the path is correct.
With the same error-shader-file, i use malisc.exe to compile it in cmd, it report the syntax error, but nothing happened in eclipse.
Could i enable debug mode or get a debug-version to check and supply the log?
Offline
xun gong
over 7 years ago
Note: This was originally posted on 25th January 2013 at
http://forums.arm.com
Seems the plugin try to execute the offline compiler but lack the "--core" option.
The log:
Compiling shader effect ShaderEffect:
buildSettings: [CompilerSettings basePath=E:\android\GL;compilerPath=D:\Program Files\ARM\Mali Developer Tools\Mali Offline Shader Compiler v4.0.0\bin\malisc.exe;defines=;revisionTarget=r0p1;]
vertex sources:
assets\shader\vertex.vert
fragment sources:
assets\shader\fragment.frag
com.arm.mali.shaderdevelopmentstudio.compilercontrol.ESSLCompiler processVertexShaders
Processing vertex shaders...
com.arm.mali.shaderdevelopmentstudio.compilercontrol.ESSLCompiler getCompilationString
Compilation String = '"D:\Program Files\ARM\Mali Developer Tools\Mali Offline Shader Compiler v4.0.0\bin\malisc.exe" --revision=r0p1 -v -o nul "E:\android\GL\assets\shader\vertex.vert" --vert '
// omit some info...
Errors:
VertexShader
No core is specified
Cancel
Up
0
Down
View discussion
Cancel
Offline
xun gong
over 7 years ago
Note: This was originally posted on 25th January 2013 at
http://forums.arm.com
I have resolved this by using the old version "off line compiler"(v3.0).
In Mali Offline Shader Compiler V 3.0, the user can ingore the option "--core=core". But in V 4.0, the use must specify this option, or an error will occur.
"Mali_GPU_Shader_Development_Studio_1.3.0.8592_Beta" will excute a scipt to run the Offline Shader Compiler to get the error/waring info, then show them in eclipse.
The compilation command which used by Mali_GPU_Shader_Development_Studio doesn't specify the "--core" option, so it work fine with "Mali Offline Shader Compiler V 3.0", but failed with "Mali Offline Shader Compiler V 4.0".
Cancel
Up
0
Down
View discussion
Cancel
Offline
Anand Patel
over 7 years ago
Note: This was originally posted on 25th January 2013 at
http://forums.arm.com
Hello Kiffa,
Thank you for alerting us of this issue. We will look at fixing this as soon as possible. In the meantime, as the compiler is only used for syntax checking, it's fine to continue to use version 3.0 as you have already done so.
Just for your information, v4.0 introduces support for Mali-T600 Series of GPUs, hence the need to be more specific about the core you wish to compile for.
Thanks
Anand
Cancel
Up
0
Down
View discussion
Cancel
More questions in this forum
By title
By date
By reply count
By view count
By most asked
By votes
By quality
Descending
Ascending
All recent questions
Unread questions
Questions you've participated in
Questions you've asked
Unanswered questions
Answered questions
Questions with suggested answers
Questions with no replies
Answered
Analyzing optimized SPIR-V binaries using Mali Offline Compiler
0
Mali Offline Compiler
vulkan
Arm Mobile Studio
5672
views
4
replies
Latest
2 months ago
by
speedym
Answered
Understanding Mali Perf Counters in Streamline
0
arm streamline
Mali-G77
6068
views
2
replies
Latest
2 months ago
by
Peter Harris
Answered
GPU Benchmark Tools Recommendation
+1
GPU Tools
OpenGL ES
performance analysis
Mali-G76
9391
views
2
replies
Latest
3 months ago
by
Vikash
Answered
I want to know about the GPU Line up
+1
GPU Architecture
Mali GPU (Bifrost Architecture)
gpu
10254
views
5
replies
Latest
3 months ago
by
Peter Harris
Not Answered
Mali-G71 GPU glReadPixels slow compared to linux desktop equivilant for Default Framebuffer
+1
Android OpenGL ES
Mali-G71
Graphics APIs
5936
views
0
replies
Started
3 months ago
by
Matthew Good
<
>
View all questions in Graphics and Gaming forum