You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I found a couple problems with optimization of shaders that make use of OES_EGL_image_external functionality. The first is that "#extension GL_OES_EGL_image_external : enable" statements don't get printed back in the optimizer output. The second is that texture sampling calls that use a samplerExternalOES sampler seem to get converted to "textureExternal" calls which as far as I can tell is not the correct way to sample from such a sampler (the spec refers to this being an obsolete syntax that was dropped in favor of the existing sampling functions like texture2D).
I found a couple problems with optimization of shaders that make use of OES_EGL_image_external functionality. The first is that "#extension GL_OES_EGL_image_external : enable" statements don't get printed back in the optimizer output. The second is that texture sampling calls that use a samplerExternalOES sampler seem to get converted to "textureExternal" calls which as far as I can tell is not the correct way to sample from such a sampler (the spec refers to this being an obsolete syntax that was dropped in favor of the existing sampling functions like texture2D).
A test input shader can be found here:
https://www.dropbox.com/s/vggjoa1p33uel5n/imageExternal-inES.txt?dl=0
The text was updated successfully, but these errors were encountered: