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Shader language version in ARM GLES3.1 Emulator ver 2.2?

Please confirm shader language version used in ARM GLES 3.1 emulator version 2.2? User guide attached with emulator(Mali OpenGL ES Emulator 2.2 User Guide.pdf, Page 19) suggests that it support 3.1

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Shading Language Version

For OpenGL ES 2.0 contexts, the Mali OpenGL ES Emulator supports up to version 1.2 of the OpenGL

ES Shader Language.

For OpenGL ES 3.0 contexts, OpenGL ES Shader Language version 3.0 is supported. For OpenGL ES

3.1 contexts, OpenGL ES Shader Language 3.1 is supported.

==================================================

Whereas when I compile shader with ;#version 310 es' as first line it gives following compilation error.

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Log START:

Error: 0:1: P0007: Language version '310' unknown, this compiler only supports up to version '300 es'
Error: 0:1: P0007: Unexpected text found after #version directive
Error: 0:3: L0001: Typename expected, found 'in'

Log END

================================================

Note: If current compiler supports upto version 300 es only, when can I expect next release with version '310 es'


Regards

Sunil

Parents
  • Hi Sunil,

    it was helpful indeed, and we have reproduction for the problem.

    I confirm this is a valid issue for the Emulator and we'll prepare a fix for it.

    The not-so-convenient and temporary workaround for the moment would be dropping the built-in and switching to custom mix(vec4,vec4,float) function in your shader, by declaring it:

    -------------------

    vec4 mix(vec4 x, vec4 y, float a) { return (1-a)*x + a*y; }

    -------------------

    You can expect announcement on this thread when this issue gets resolution and the workaround is no longer necessary.

    Thanks for your report,

    Adam

Reply
  • Hi Sunil,

    it was helpful indeed, and we have reproduction for the problem.

    I confirm this is a valid issue for the Emulator and we'll prepare a fix for it.

    The not-so-convenient and temporary workaround for the moment would be dropping the built-in and switching to custom mix(vec4,vec4,float) function in your shader, by declaring it:

    -------------------

    vec4 mix(vec4 x, vec4 y, float a) { return (1-a)*x + a*y; }

    -------------------

    You can expect announcement on this thread when this issue gets resolution and the workaround is no longer necessary.

    Thanks for your report,

    Adam

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