Hey all,
I have this project, that has a default shader, that just draws models and textures. Recently I decided to add a second shader that does a fancy effect, and is used only on some of the objects drawn.After compiling the project for Linux or Windows, it all works as expected. When compiling the project to Android, only on specific devices, the new shader doesn't work, while on other devices I tried, it all works.
My shadersBelow is my default vertex shader specifically made for Android devices, this one works on all devices and draws everything without any editing or effect. As far as I understand, the fragment shaders work, so I'll omit them.
#version 310 es in vec4 position; in vec3 colour; in vec2 texCoord; uniform mat4 matrix; uniform mat4 matrixProjection; out vec2 outTexCoord; out vec4 outColour; void main() { gl_Position = matrixProjection *matrix *position; outTexCoord = texCoord; outColour = vec4(colour.rgb, 1); }
#version 310 es in vec4 position; in vec3 colour; in vec2 texCoord; uniform mat4 matrix; uniform mat4 matrixProjection; uniform float animationCurrent; out vec2 outTexCoord; out vec4 outColour; void main() { vec4 pos = matrixProjection *matrix *position; if (animationCurrent > 0.0) { pos.y += 5.0; } gl_Position = pos; outColour = vec4(colour.rgb, 1.0); outTexCoord = texCoord; }
What I've triedFrom the new shader, if I remove the entire `if` statement, it all works and it displays objects as-is. If I replace the `if` statement with `if (true)` it still works, but it just displays all vertices of objects drawn with it slightly higher. If I replace it with `if (false)` it still works as expected and draws the object without any transformations or effects.So for some reason, just referencing `animationCurrent` causes the object to not be drawn.I also tried replacing the `if` statement with `if (matrix[0][0] > 0.0)` and it still draws the object, it looks like there's something specifically wrong with `animationCurrent`. I tried adding another matrix uniform variable, and set its value the same way as I do `matrix`, but it would give me weird (undefined?) results.It seems that the value of `animationCurrent` is not relevant.
I've also checked the values of `glGetShaderInfoLog` and `glGetProgramInfoLog` but got nothing.
HardwareThe problem occurs on an android phone with this hardware: Device: Moto E (4) Plus - 7.1.1 Vendor graphic card: ARM Renderer: Mali-T720 Version OpenGL: OpenGL ES 3.1 v1.r12p1-01alp0.62f282720426ab7712f1c6b996a6dc82 Version GLSL: OpenGL ES GLSL ES 3.10The problem also occurs on this android tablet with similar hardware: Device: Kindle Fire 8 Vendor graphic card: ARM Renderer: Mali-T720 Version GL: OpenGL ES 3.1 v1.r26p0-01rel0.526d936ea9da20486773a9aaceecd920 Version GLSL: OpenGL ES GLSL ES 3.10This is an android tablet where the problem does not occur: Device: Lenovo TB-X505F - 10 Vendor graphic card: Qualcomm Renderer: Adreno (TM) 504 Version GL: OpenGL ES 3.2 V@415.0 (GIT@f345350, I0760943699, 1580221225) (Date:01/28/20) Version GLSL: OpenGL ES GLSL ES 3.20And this is a slightly older device where the problem does not occur either. I've modified the shader a bit to support an older glsl version, but the idea is the same: Device: Kindle Fire 7 Vendor graphic card: ARM Renderer: Mali-450 MP Version GL: OpenGL ES 2.0 Version GLSL: OpenGL ES GLSL ES 1.00
QuestionMy primary goal, is to understand what is causing this. Have I missed something very obvious? Is this a very edge-case bug related to the hardware?I'm still learning how to support different devices with different versions of glsl, so it's very likely I've missed something.Any information you have, let me know. I'm willing to try a few things on different devices to find more about this issue.
Check you are binding the data to the correct uniform locations - if you are making any assumptions about binding location rather than querying it at runtime that may cause problems (location order depends on compiler optimizations).
I'm currently getting the uniform locations and set their values every time an object is drawn. Here is my code for it:
glUseProgram(newProgram); GLuint MatrixID2 = glGetUniformLocation(newProgram, "matrixProjection"); glUniformMatrix4fv(MatrixID2, 1, GL_FALSE, (float *)&matPerspective); GLuint MatrixID = glGetUniformLocation(newProgram, "matrix"); glUniformMatrix4fv(MatrixID , 1, GL_FALSE, (float *)dd_matrix_globalGet()); GLuint animLoc = glGetUniformLocation(newProgram, "animationCurrent"); glUniform1f(animLoc, m->animationCurrent); /* draw object code */ glUniform1f(animLoc, 40); glUseProgram(defaultProgram);
I'm aware this is not optimal for performance, but it's my temporary implementation until this issue is solved.