omcfadde / dante

idTech4 OpenGL ES2.0 | #dante (irc.freenode.net)
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android (PowerVR GPU) #17

Closed havlenapetr closed 12 years ago

havlenapetr commented 12 years ago

Hi, on my device I am getting this error:

----- R_InitOpenGL ----- I/Doom (23790): GLimp_Init - start I/Doom (23790): GL parms: width(800), height(480) D/libEGL (23790): loaded /system/lib/egl/libGLES_android.so D/libEGL (23790): loaded /vendor/lib/egl/libEGL_POWERVR_SGX540_120.so D/libEGL (23790): loaded /vendor/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so D/libEGL (23790): loaded /vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so I/Doom (23790): Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. I/Doom (23790): Using format(5) for window I/Doom (23790): GLimp_ActivateContext - start I/Doom (23790): Fetching EGL surface and context I/Doom (23790): Surface parms: width(800), height(480) I/Doom (23790): GLimp_ActivateContext - end I/Doom (23790): GLimp_Init - end I/Doom (23790): X..GL_ARB_multitexture not found I/Doom (23790): X..GL_ARB_texture_env_combine not found I/Doom (23790): X..GL_ARB_texture_cube_map not found I/Doom (23790): X..GL_ARB_texture_env_dot3 not found I/Doom (23790): X..GL_ARB_texture_env_add not found I/Doom (23790): X..GL_ARB_texture_non_power_of_two not found I/Doom (23790): X..GL_EXT_texture_lod not found I/Doom (23790): X..GL_1.4_texture_lod_bias not found I/Doom (23790): X..GL_EXT_shared_texture_palette not found I/Doom (23790): X..GL_EXT_texture3D not found I/Doom (23790): X..GL_ARB_vertex_buffer_object not found I/Doom (23790): X..GL_ARB_vertex_program not found I/Doom (23790): X..GL_ARB_fragment_program not found I/Doom (23790): X..GL_ARB_shading_language_100 not found I/Doom (23790): ---------- R_GLSL_Init ---------- I/Doom (23790): Not available. I/Doom (23790): ----- R_ReloadGLSLPrograms ----- I/Doom (23790): gl2progs/interaction.vert I/Doom (23790): filesystem: switching to pure mode will require a restart. 'gl2progs/interaction.vert' loaded from directory. I/Doom (23790): I/Doom (23790): gl2progs/interaction.frag I/Doom (23790): I/Doom (23790): VS: I/Doom (23790): Success. I/Doom (23790): I/Doom (23790): FS: I/Doom (23790): Compile failed. I/Doom (23790): ERROR: 0:23: 'vec2' : No precision defined for this type I/Doom (23790): ERROR: 0:24: 'vec2' : No precision defined for this type I/Doom (23790): ERROR: 0:25: 'vec2' : No precision defined for this type I/Doom (23790): ERROR: 0:26: 'vec4' : No precision defined for this type I/Doom (23790): ERROR: 0:27: 'vec4' : No precision defined for this type I/Doom (23790): ERROR: 0:28: 'vec3' : No precision defined for this type I/Doom (23790): ERROR: 0:32: 'vec3' : No precision defined for this type I/Doom (23790): ERROR: 0:41: 'vec4' : No precision defined for this type I/Doom (23790): ERROR: 0:42: 'vec4' : No precision defined for this type I/Doom (23790): ERROR: 0:50: 'float' : No precision defined for this type I/Doom (23790): ERROR: 0:53: 'vec3' : No precision defined for this type I/Doom (23790): ERROR: 0:58: 'vec3' : No precision defined for this type I/Doom (23790): ERROR: 0:59: 'vec3' : No precision defined for this type I/Doom (23790): ERROR: 0:62: 'float' : No precision defined for this type I/Doom (23790): ERROR: 0:67: 'vec3' : No precision defined for this type I/Doom (23790): ERROR: 0:68: 'vec3' : No precision defined for this type I/Doom (23790): ERROR: 0:69: 'vec3' : No precision defined for this type

i have yours gl2progs/ in base dir and it looks like everything works, except: glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &linked); because linked is 0, do you know what it means please??

omcfadde commented 12 years ago

The latest gl2progs have precision specifiers for floating point types, however, this may not be enough for SGX. It may require a precision specifier on every vector, though I hope not.

Please retry with the latest gl2progs; I have updated those last night.

havlenapetr commented 12 years ago

thanks, latest gl2progs looks good

omcfadde commented 12 years ago

Awesome, I hope I can also get the performance up a bit on SGX and other embedded GPUs. Right now I'm using highp precision which is probably overkill in a few situations.

Glad to hear the latest gl2progs solved the issue for you. :-)

havlenapetr commented 12 years ago

It is great, my port is working on device, but now app is stuck somewhere in common->Frame(); so I can't say how much fps I am getting, but I will debug it