Summary: | es2tri fragment shader did not compile AMD ARUBA | ||
---|---|---|---|
Product: | Mesa | Reporter: | Aaron Paden <aaronbpaden> |
Component: | Demos | Assignee: | mesa-dev |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | normal | ||
Priority: | medium | CC: | lemody |
Version: | 10.0 | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: |
Description
Aaron Paden
2014-01-14 21:14:14 UTC
It sounds like the shader is broken. Probably just add precision mediump float; at global scope before any float (or vec, or mat) types are used. Nice one Ian, adding "precision mediump float;" before the vec4 variable declaration in the fragment shader did the job. Running nouveau on a nv96, in case it matters. Yep, that solves the problem on my machine as well. Patch send to the ML http://lists.freedesktop.org/archives/mesa-dev/2014-January/051916.html In this case it should not be needed though as there are no float variables declared in the shader, isn't this a bug in the compiler instead? (In reply to comment #5) > In this case it should not be needed though as there are no float variables > declared in the shader, isn't this a bug in the compiler instead? oops, I missed the varying vec4 and precision qualifier makes it to work, it is correct fix. Thanks for the report Aaron, the issue should be fixed with commit 18a2f916afcb482458d03b468b46cf271953d789 Author: Emil Velikov <emil.l.velikov@gmail.com> Date: Sun Jan 19 16:28:33 2014 +0000 opengles2/es2tri: add precision qualifier to the fragment shader The missing qualifier causes failure during the compilation stage. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73631 |
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