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If I use the optimized shader as is, the call to glDrawElements fails with error 0x502 (a.k.a. invalid operation)
If I set tmpvar_2.w to a value other than zero, or change the declaration of tmpvar_2 to highp vec4 tmpvar_2; the shader works ok.
The optimized shader is causing troubles on the iPod touch 5g running iOS 7.1.2, although it's running ok on the simulator.
I have to modify programmatically the optimized shader after the optimization, so my question is whether as a rule of thumb it's ok to propagate the precision of the variable holding the result to those temporary variables involved in the calculation.
For instance since normal_interp have highp, both tmpvar_1 and tmpvar_2 should be highp too, since those are temporary variables.
The text was updated successfully, but these errors were encountered:
The problem is that the precision that the optimizer sticks to the temporary variables is causing the draw call to fail sometimes, with error
0x502
.This is a snippet from the shader without optimization:
Which is optimized into this:
If I use the optimized shader as is, the call to
glDrawElements
fails with error0x502
(a.k.a. invalid operation)If I set
tmpvar_2.w
to a value other than zero, or change the declaration oftmpvar_2
tohighp vec4 tmpvar_2;
the shader works ok.The optimized shader is causing troubles on the iPod touch 5g running iOS 7.1.2, although it's running ok on the simulator.
I have to modify programmatically the optimized shader after the optimization, so my question is whether as a rule of thumb it's ok to propagate the precision of the variable holding the result to those temporary variables involved in the calculation.
For instance since
normal_interp
havehighp
, bothtmpvar_1
andtmpvar_2
should behighp
too, since those are temporary variables.The text was updated successfully, but these errors were encountered: