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[Report] Hardware Tessellation test on android failed. #9234

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xebra opened this issue Jan 25, 2017 · 42 comments · Fixed by #9266
Closed

[Report] Hardware Tessellation test on android failed. #9234

xebra opened this issue Jan 25, 2017 · 42 comments · Fixed by #9266

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@xebra
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xebra commented Jan 25, 2017

Just simple report.
I tried auto-built v1.3-321-gce2feb2 but it's failed with Hardware Tessellation.
I hope to fix it but I don't know how to fix and debug with android.

Tested bezier in pspgl on ZenFone 5(Android 4.4.2)

screenshot_2017-01-25-05-13-38

@zminhquanz
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you can install aLogCat to view debug logging
https://play.google.com/store/apps/details?id=org.jtb.alogcat&hl=vi

@xebra
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xebra commented Jan 25, 2017

@zminhquanz Thank you for the information. I'll try it later.

@xebra
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xebra commented Jan 25, 2017

Hmm, I don't know how to use this app...
I want to find ppsspp's log of developer mode. Where can I find it?
I don't know about android well...

@zminhquanz
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@xebra enable debug logging in tools -> developer

@zminhquanz
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i don't know how to tell you to understand , wait @hrydgard going to tell this

@LunaMoo
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LunaMoo commented Jan 25, 2017

On android everything(this means other apps as well) logs to one place and there are apps which you can use to read it directly from your phone or it can also be read on pc. Last time I had to check a shader I used "CatLog" app, note you don't have to(nor want to!) change any logging options in ppsspp to debug a shader, debug log will not give you anything more since shader errors are very verbose already and would just spam the log.

Just run ppsspp, run your test app to fail a shader compilation / hardware transform, then pause, press home button and launch the CatLog app to read logs, you can pause logging in it and filter the results for NativeApp which will show you ppsspp logs hiding everything else and hopefully expose some useful errors.

General problems with shaders on android are dumb drivers with very poor compilers. This means 3 things:

  • your code has to follow exact glsl specs without any shortcuts, it's likely impossible to test on pc since even shaders tested with official glslangValidator can fail on mobiles due to bugs or other weirdness:|,
  • it also means shaders has to be optimized by hand if you care about optimizing them because mobile compilers will not do that, they'll just literally just eat what you feed it with and produce s... ;]
  • some older gpu's can just fail to compile shader based on it's size;p.

Checking http://report.ppsspp.org/logs/kind/39 newer errors seems to be related to tesselation. And ugh lots of them, but most seems to be just dumb int/float conversion/overload functions which is exactly something that desktops drivers will interpret correctly, but doesn't really follow glsl specs where you have to cast ints into floats etc. by hand for example if function expects (float, float), something like (1, 2) is incorrect, but interpreted on pc's just fine, for mobiles we have to (float(1), float(2)).

@hrydgard
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hrydgard commented Jan 25, 2017

Or just 1.0, 2.0. Looks nicer than float(1) etc.

@LunaMoo
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LunaMoo commented Jan 25, 2017

Yeah, I was giving an example in case of variables.:3

@xebra
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xebra commented Jan 25, 2017

@LunaMoo Thank you so much for your explain with details. I understood a little about android system.

General problems with shaders on android are dumb drivers with very poor compilers. This means 3 things:

Hmm, I think it's very hard to fix them. If I could fix it on my device, but others...
Anyway, I appreciate your help :)

BTW, I'm implementing this on DX9 but still something a little buggy...

@hrydgard
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If necessary we can just turn off the feature on Android, or whitelist certain devices.

@xebra
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xebra commented Jan 25, 2017

Yeah, you right.

@LunaMoo
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LunaMoo commented Jan 25, 2017

Would be much easier if there was a tool that simulate the awfulness of mobile gpu drivers on pc.
Khronos reference compiler is so far best tool I tried to debug glsl code aka fails to compile most stuff written for pc's. Can just save a shader to a file and run it through this compiler to catch most problems, but from my experience with post process effects it unfortunately still can pass stuff that doesn't work on smartphones.

And yeah I would be for just disabling it there as well. People are excited by "hardware tesselation" for various reasons primary being the screenshots comparison showing fps difference and missunderstanding caused by it. This isn't free speedup, it shifts heavy work from cpu to a shader - really nice for most typical pc's, gles devices however are nowhere close:].

Edit: I was just checking the vertex shader generator code and shouldn't it check for and enable GL_EXT_gpu_shader4? Most of that code seems to need it, we could also maybe disable it for all devices that doesn't support it. There's also gl_InstanceID which requires minimum gles 3.00.

@brujo5
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brujo5 commented Jan 25, 2017

Work great in my galaxy S6

@LunaMoo
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LunaMoo commented Jan 25, 2017

So you actually checked game which uses this code or the test homebrew?

Meanwhile I found a way to reproduce the problem on pc;p linux under virtualbox - yay for poor gpu/drivers.

Log from test homebrew:

51:02:871 user_main    E[G3D]: GLES/ShaderManagerGLES.cpp:73 Error in shader compilation!

51:02:875 user_main    E[G3D]: GLES/ShaderManagerGLES.cpp:74 Info log: 0:92(18): error: `gl_InstanceID' undeclared
0:92(14): error: no matching function for call to `mod(error, int)'; candidates are:
0:92(14): error:    float mod(float, float)
0:92(14): error:    vec2 mod(vec2, float)
0:92(14): error:    vec3 mod(vec3, float)
0:92(14): error:    vec4 mod(vec4, float)
0:92(14): error:    vec2 mod(vec2, vec2)
0:92(14): error:    vec3 mod(vec3, vec3)
0:92(14): error:    vec4 mod(vec4, vec4)
0:92(10): error: cannot construct `int' from a non-numeric data type
0:93(11): error: `gl_InstanceID' undeclared
0:93(11): error: operands to arithmetic operators must be numeric


51:02:876 user_main    E[G3D]: GLES/ShaderManagerGLES.cpp:75 Shader source:
#version 130
#define lowp
#define mediump
#define highp
attribute vec3 position;
attribute mediump vec3 normal;
attribute lowp vec4 color0;
uniform mat4 u_proj;
uniform mat4 u_world;
uniform mat4 u_view;
uniform vec3 u_lightpos0;
uniform mediump vec3 u_lightatt0;
uniform mediump vec3 u_lightdir0;
uniform mediump float u_lightangle0;
uniform mediump float u_lightspotCoef0;
uniform lowp vec3 u_lightambient0;
uniform lowp vec3 u_lightdiffuse0;
uniform lowp vec3 u_lightspecular0;
uniform vec3 u_lightpos1;
uniform mediump vec3 u_lightatt1;
uniform mediump vec3 u_lightdir1;
uniform mediump float u_lightangle1;
uniform mediump float u_lightspotCoef1;
uniform lowp vec3 u_lightambient1;
uniform lowp vec3 u_lightdiffuse1;
uniform lowp vec3 u_lightspecular1;
uniform vec3 u_lightpos2;
uniform mediump vec3 u_lightatt2;
uniform mediump vec3 u_lightdir2;
uniform mediump float u_lightangle2;
uniform mediump float u_lightspotCoef2;
uniform lowp vec51:02:878 user_main    E[G3D]: GLES/ShaderManagerGLES.cpp:845 Shader compilation failed, falling back to software transform

So mod() fails and expects floats since as with my edit above integer math requires GL_EXT_gpu_shader4, so that's one thing we need to check and enable. Not doing that could probably be the reason why it failed for the person with nvidia gpu on win 10 reporting in merge thread. Another problem is gl_InstanceID which requires gles 3.00 or if someone really cares, it could also work on older iOS with some apple stuff, probably not worth.

Guess both of those could be supported on new higher end smartphones like mentioned GS6.

@mrcmunir
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Not working also in mesa3d 17.0 intel driver Opengl es 3.0

screenshot_20170125-091236

screenshot_20170125-091327

screenshot_20170125-091702

@ghost
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ghost commented Jan 25, 2017

New build (1.3-388) tested, break some textures in NFS MW and bornout legend.
hardware:
Armv7 neon
Mali-400

@mrcmunir
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mrcmunir commented Jan 26, 2017

In mesa3d intel driver under linux Workaround fix needed Force Compatibility core because by default run 130 GLSL unsuported for gl_instanceID

https://www.opengl.org/sdk/docs/man/html/gl_InstanceID.xhtml

export MESA_GL_VERSION_OVERRIDE=3.3COMPAT

That function only avaible GLSL 140 and higher in the Opengl Desktop

@xebra
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xebra commented Jan 26, 2017

@LunaMoo Your cooperation is really appreciated.

Would be much easier if there was a tool that simulate the awfulness of mobile gpu drivers on pc.
Khronos reference compiler is so far best tool I tried to debug glsl code aka fails to compile most stuff written for pc's. Can just save a shader to a file and run it through this compiler to catch most problems, but from my experience with post process effects it unfortunately still can pass stuff that doesn't work on smartphones.

I didn't know that, I'll try to check it out.

I was just checking the vertex shader generator code and shouldn't it check for and enable GL_EXT_gpu_shader4? Most of that code seems to need it, we could also maybe disable it for all devices that doesn't support it. There's also gl_InstanceID which requires minimum gles 3.00.

Ah, yes, I forgot it.

Meanwhile I found a way to reproduce the problem on pc;p linux under virtualbox - yay for poor gpu/drivers.

I was thinking similar situation like Android emulation on Android Studio or something but I didn't realize that. Linux on Virtualbox seems good solution.

Log from test homebrew:

It's very useful infomation! thanks :)

@xebra
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xebra commented Jan 26, 2017

@brujo5 I'm glad to hear your report :) Thanks!

@mrcmunir Thank you for the log and information, it's very helpful for me.

@Ar37 Thank you for testing and reporting.

@zminhquanz
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zminhquanz commented Jan 26, 2017

because hardware on mobile is different ( GPU like Mali , Powervr , Adreno , Nvidia ) , and is having problem graphic

@mrcmunir
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mrcmunir commented Jan 26, 2017

@xebra you're welcome and also with llvmpipe driver like virtualbox/vmware too work
I think mesa3d based drivers are implemented GLSL 130 you can force Opengl 3.3 with that command 👍

captura de 2017-01-26 05-31-40
captura de 2017-01-26 05-29-27

@xebra
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xebra commented Jan 26, 2017

I pushed DX9 version(still incomplete).
So I'll try to fix again about GLES.
@zminhquanz @mrcmunir Thanks again for the infomation :)

@DonelBueno
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Is it fixed? I don't have a device to test.

@mrcmunir
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mrcmunir commented Jan 27, 2017

In my Adreno 305 GPU compile shader no see any error in the log but has flickering and glitches errors.

17 - 1

Later try with Mesa3d Opengl es 3.0 if working ok.

Edit : Yes With mesa3d drivers working very well

screenshot_20170127-014558

@LunaMoo
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LunaMoo commented Jan 27, 2017

It still can fail to compile due to gl_InstanceID.

For GLES it requires shader version 3.00, for OGL it's 1.40 version. On lower versions the feature should be completely disabled.

@hrydgard
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Qualcoom (Adreno) is not known for good drivers...

@mrcmunir
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mrcmunir commented Jan 27, 2017

Ok well if I wait 30 seconds avg crash libsc-a3xx.so and libGLESv2_adreno.so driver fault
Let's see if I can capture the log and Upload it..

edit : ok The log is here :)

I/NativeApp( 8141): 41:39:238 root N[BOOT]: UI/EmuScreen.cpp:220 Loading /storage/emulated/0/PSP/GAME/bezier...
I/NativeApp( 8141): 41:39:242 root I[KERNEL]: HLE/sceKernelThread.cpp:1975 276=sceKernelCreateThread(update_thread, 0890310c, 00000011, 4000, 00000000, 00000000)
I/NativeApp( 8141): 41:39:242 root I[KERNEL]: HLE/sceKernelThread.cpp:2064 0=sceKernelStartThread(276, 0, 00000000)
I/NativeApp( 8141): 41:39:243 root I[KERNEL]: HLE/sceKernelThread.cpp:1975 278=sceKernelCreateThread(user_main, 0890003c, 00000020, 262144, 80000000, 00000000)
I/NativeApp( 8141): 41:39:244 root I[KERNEL]: HLE/sceKernelThread.cpp:2064 0=sceKernelStartThread(278, 16, 09fffef0)
I/NativeApp( 8141): 41:39:244 root I[KERNEL]: HLE/sceKernelThread.cpp:2103 __KernelReturnFromThread: 0
W/NativeApp( 8141): frameCommand! 'event' 'startgame'
I/NativeApp( 8141): Creating 480 x 272 FBO using DEPTH24_STENCIL8
I/NativeApp( 8141): 41:39:337 user_main I[SCEGE]: Common/FramebufferCommon.cpp:416 Creating FBO for 00088000 : 480 x 272 x 3
W/NativeApp( 8141): 41:39:337 user_main W[G3D]: Common/FramebufferCommon.cpp:652 Memcpy fbo upload 04488000 -> 04088000
I/NativeApp( 8141): 41:39:358 user_main I[G3D]: GLES/ShaderManagerGLES.cpp:165 Linked shader: vs 11 fs 12
I/NativeApp( 8141): 41:39:374 user_main I[G3D]: GLES/ShaderManagerGLES.cpp:165 Linked shader: vs 14 fs 15
I/NativeApp( 8141): 41:39:413 user_main I[G3D]: GLES/ShaderManagerGLES.cpp:165 Linked shader: vs 17 fs 18
I/NativeApp( 8141): 41:39:423 user_main I[G3D]: GLES/ShaderManagerGLES.cpp:165 Linked shader: vs 20 fs 15
I/NativeApp( 8141): 41:39:443 user_main I[G3D]: GLES/ShaderManagerGLES.cpp:165 Linked shader: vs 22 fs 23
I/NativeApp( 8141): Creating 480 x 272 FBO using DEPTH24_STENCIL8
I/NativeApp( 8141): Creating 480 x 272 FBO using DEPTH24_STENCIL8
I/NativeApp( 8141): 41:39:548 user_main I[SCEGE]: Common/FramebufferCommon.cpp:416 Creating FBO for 00000000 : 480 x 272 x 3
I/NativeApp( 8141): Creating 480 x 272 FBO using DEPTH24_STENCIL8
I/NativeApp( 8141): 41:39:692 idle0 I[SCEGE]: GLES/FramebufferManagerGLES.cpp:1922 Decimating FBO for 00088000 (480 x 272 x 3), age 6
I/NativeApp( 8141): 41:39:708 idle0 I[SCEGE]: GLES/FramebufferManagerGLES.cpp:1922 Decimating FBO for 00000000 (480 x 272 x 3), age 6
W/NativeApp( 8141): frameCommand! 'vibrate' '-2'
W/NativeApp( 8141): frameCommand! 'vibrate' '-2'
W/NativeApp( 8141): frameCommand! 'vibrate' '-2'
F/libc ( 8141): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x20 in tid 8173 (AndroidRender)
I/DEBUG ( 271): property debug.db.uid not set; NOT waiting for gdb.
I/DEBUG ( 271): HINT: adb shell setprop debug.db.uid 100000
I/DEBUG ( 271): HINT: adb forward tcp:5039 tcp:5039
I/DEBUG ( 271): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 271): Build fingerprint: 'samsung/s3ve3gxx/s3ve3g:4.4.2/KOT49H/I9301IXXUANL1:user/release-keys'
I/DEBUG ( 271): Revision: '4'
I/DEBUG ( 271): ABI: 'arm'
I/DEBUG ( 271): pid: 8141, tid: 8173, name: AndroidRender >>> org.ppsspp.ppsspp <<<
I/DEBUG ( 271): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x20
I/DEBUG ( 271): r0 00000010 r1 b7e40988 r2 80000000 r3 b7d82514
I/DEBUG ( 271): r4 b7d82500 r5 b7be4068 r6 b7be407c r7 00000030
I/DEBUG ( 271): r8 00000000 r9 a29fac40 sl 00000018 fp 00000000
I/DEBUG ( 271): ip 00000018 sp a29fac10 lr a1a6b681 pc a1a6b6ac cpsr a00f003
I/DEBUG ( 271):
I/DEBUG ( 271): backtrace:
I/DEBUG ( 271): #00 pc 0022e6ac /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #1 pc 0023081b /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #2 pc 003946bf /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #3 pc 000b4e89 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #4 pc 000bf19b /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #5 pc 000ae6fd /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #6 pc 000bd5f5 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #7 pc 00396075 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #8 pc 0022e28b /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #9 pc 00192bcb /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #10 pc 00192c73 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #11 pc 00192d29 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #12 pc 00303039 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #13 pc 000c0bb9 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #14 pc 000a0de9 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #15 pc 000466fb /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #16 pc 00046ad5 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #17 pc 00046caf /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #18 pc 000fa6bd /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #19 pc 000fc369 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #20 pc 000fb8b1 /system/vendor/lib/libsc-a3xx.so
I/DEBUG ( 271): #21 pc 000fddab /system/vendor/lib/libsc-a3xx.so (__link_shaders+338)
I/DEBUG ( 271): #22 pc 000611c3 /system/vendor/lib/egl/libGLESv2_adreno.so (core_glLinkProgram+1042)
I/DEBUG ( 271): #23 pc 0004419f /system/vendor/lib/egl/libGLESv2_adreno.so (glLinkProgram+16)
I/DEBUG ( 271): #24 pc 001d1510 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN12LinkedShaderC2E8ShaderIDP6ShaderS0_S2_b+360)
I/DEBUG ( 271): #25 pc 001d4a50 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN17ShaderManagerGLES19ApplyFragmentShaderE8ShaderIDP6Shaderji+884)
I/DEBUG ( 271): #26 pc 001ce2a4 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN14DrawEngineGLES7DoFlushEv+5752)
I/DEBUG ( 271): #27 pc 002fc0f0 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN16DrawEngineCommon12SubmitBezierEPKvS1_iiii15GEPatchPrimTypebbjPi+2772)
I/DEBUG ( 271): #28 pc 001c3770 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN8GPU_GLES14Execute_BezierEjj+788)
I/DEBUG ( 271): #29 pc 001c2e94 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN8GPU_GLES11FastRunLoopER11DisplayList+364)
I/DEBUG ( 271): #30 pc 002db5b9 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN9GPUCommon13InterpretListER11DisplayList+544)
I/DEBUG ( 271): #31 pc 002dbe8f /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN9GPUCommon22ProcessDLQueueInternalEv+250)
I/DEBUG ( 271): #32 pc 001c48c8 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN16ThreadEventQueueI12GPUInterface8GPUEvent12GPUEventTypeLS2_0ELS2_8ELS2_7EE14RunEventsUntilEy+572)
I/DEBUG ( 271): #33 pc 002dc181 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN9GPUCommon14ProcessDLQueueEv+8)
I/DEBUG ( 271): #34 pc 002dae05 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_ZN9GPUCommon11EnqueueListEjji10PSPPointerI13PspGeListArgsEb+1024)
I/DEBUG ( 271): #35 pc 00342d09 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_Z10WrapU_UUIUIXadL_Z16sceGeListEnQueuejjijEEEvv+44)
I/DEBUG ( 271): #36 pc 00213055 /data/app/org.ppsspp.ppsspp-2/lib/arm/libppsspp_jni.so (_Z23CallSyscallWithoutFlagsPK11HLEFunction+16)
I/DEBUG ( 271): #37 pc 000092c4
I/AudioFlinger( 279): BUFFER TIMEOUT: remove(4100) from active list on thread 0xb5600008
W/ActivityManager( 673): Force finishing activity 1 org.ppsspp.ppsspp/.PpssppActivity

@ghost
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ghost commented Jan 27, 2017

@hrydgard i thought newer adrenos are better?

@xebra
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xebra commented Jan 28, 2017

Thank you all :)
@mrcmunir I have same gpu but it crashes when loading pspgl bezier.
However, PuzzleBobble worked fine, but second time run the game, it does not draw nothing about bezier. Maybe, it's shader cache issue, I think.

@LunaMoo Thank you for detailed information for fix this.

@hrydgard
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@abz1 They are, but from what I understand their shader compiler is still not exactly the best.

@hrydgard
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Now that #9249 is solved, did any of this start to work? :)

@xebra
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xebra commented Jan 29, 2017

@hrydgard In my zenfone5, it can run only PuzzleBobble. Bezier in pspgl can not run because it crashes the app when starting.
Anyway, building issue and shader cache issue fixed, closing this thread.

@xebra xebra closed this as completed Jan 29, 2017
@mrcmunir
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mrcmunir commented Jan 29, 2017

@hrydgard with Adreno device not work anywat is driver fault maybe need disable in Adreno 3xx series? In blacklist series v84 driver .

@brujo5
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brujo5 commented Jan 31, 2017

Why Tessellation is disabled in my galaxy s6?

I didn't experience any issue before.

Some user have problem with old mali400 but my device have mali t760 mp8 with sles 3.1

@hrydgard
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hrydgard commented Jan 31, 2017

@brujo5 Sorry about that, the compatibility check simply needs to be refined. @xebra ? :)

@mrcmunir
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Also happen in mesa3d driver too not are avaible now with Opengl 3.3 GLSL .

@LunaMoo
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LunaMoo commented Jan 31, 2017

@brujo5 did the v1.3-450-g052660b worked for you? (the last build before compatibility check)

I think it shouldn't, but instead being disabled it would probably break since Mali t720 doesn't have(?) OES_texture_float and it became a new requirement from some earlier changes. At least that's the only thing listed as required which seems to be missing on SGS6.

@xebra
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xebra commented Feb 1, 2017

@brujo5 @mrcmunir Thank you for reporting, I tried fix the issue.

@xebra
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xebra commented Feb 1, 2017

@hrydgard @LunaMoo Thank you for supporting me :)

@xebra
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xebra commented Feb 1, 2017

I tried to fix it but it's not fixed yet.
So reopen this.

@xebra xebra reopened this Feb 1, 2017
@mrcmunir
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mrcmunir commented Feb 1, 2017

@xebra yep , I found for mesa3d drivers the fault is check for EXT_gpu_shader4 never can't supported and working without that function with GLSL compatible

@xebra
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xebra commented Feb 1, 2017

@mrcmunir Oh, I just found same issue when I checked all extensions in my zenfone5.
I'll fix it soon.

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