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Known Issues
Shawn Hargreaves edited this page Jun 16, 2016
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Example D3D11 Feature Level 9_3 devices include Windows Phones
#####GL_MAX_VARYING_VECTORS = 7
- For full OpenGL ES conformance, GL_MAX_VARYING_VECTORS should be >= 8.
- We can only support 7 on D3D11 Feature Level 9_3.
#####gl_FrontFace isn’t supported in fragment shaders
- It has no equivalent on D3D11 Feature Level 9_3.
#####GL_SAMPLE_ALPHA_TO_COVERAGE isn't supported
- It has no equivalent on D3D11 Feature Level 9_3.
#####Non-power-of-two texture cubes aren't supported
- They aren't supported on D3D11 Feature Level 9_3.
#####Vertex Texture Fetch isn’t supported
- This isn’t required for full OpenGL ES 2.0 conformance.
#####GL_RGBA32F_EXT textures aren't fully supported
- Support for them isn’t required for full OpenGL ES 2.0 conformance.
- GL_RGBA32F_EXT is part of the 'GL_EXT_texture_storage' extension which is enabled on 9_3.
- Simple operations with GL_RGBA32F_EXT will work. More complicated operations (e.g. blending) aren't supported.
#####'for loops' in shaders must use a constant number of iterations
- Support for variable-length 'for loops' isn't required for full OpenGL ES 2.0 conformance.
- See Appendix A Section 4 of the GLSL ES Specification
- The number of iterations in a 'for loop' must be easily determined at compile time.
- This means that you should not use non-constant values (e.g. uniforms) in your 'for loop' conditions
None!
If you experience other issues with ANGLE in the Windows Store, then please file a GitHub issue here.