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Nexus 10 shader compiler bug

I have a Nexus 10 with Android 5.0 and I'm getting this "error" when compiling the attached shaders :

12-09 04:33:35.369: I/com.re3.benchmark(5159): L0001 The fragment shader uniform structure Light0 does not match the vertex shader uniform structure Light0.

12-09 04:33:35.369: I/com.re3.benchmark(5159):     The precision does not match.

I'm basically declaring a structure in the VS that I'm not using, and I think the compiler optimizes the components out, compares with the one that's used in the FS and then realizes they don't match, but instead it says the precision doesn't match. As you can see my FS is highp and putting highp manually in the VS doesn't change the error returned. I've also encountered a second error with a shader that declares just a uniform in the VS but is only used in the FS.

This shouldn't be an error obviously, and an ETA on a fix would be nice.

MaliShaders.zip
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  • I'm reporting another bug here so that at least one will be fixed.

    I'm having an issue as in nothing gets rendered with my Instanced Tesselation shader. It uses GL ES 3.0 features like RGBA32F textures, unsigned samplers and instanced rendering. I've upload an APK (download from here : RE3 Benchmark_InstTess_Mali.apk - Google Drive ). Just press Start Benchmark and you will not see the water anymore, tapping InstancedTesselation once will disable the feature and make the water visible. With IT the water has waves and should be visible and have like a dozen times more triangles.

    There's actually another error with my app. I have shaders that discard pixels at a certain height. Shaders compile fine but the results are awfully weird and definetely not what is expected.

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  • I'm reporting another bug here so that at least one will be fixed.

    I'm having an issue as in nothing gets rendered with my Instanced Tesselation shader. It uses GL ES 3.0 features like RGBA32F textures, unsigned samplers and instanced rendering. I've upload an APK (download from here : RE3 Benchmark_InstTess_Mali.apk - Google Drive ). Just press Start Benchmark and you will not see the water anymore, tapping InstancedTesselation once will disable the feature and make the water visible. With IT the water has waves and should be visible and have like a dozen times more triangles.

    There's actually another error with my app. I have shaders that discard pixels at a certain height. Shaders compile fine but the results are awfully weird and definetely not what is expected.

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