Details
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Enhancement
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Resolution: Fixed
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P3
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8u40
Description
We are running into shader compile/link issues at run time on the embedded platform. We suspect we might have exceeded the ES2 implementation limits on the hardware. Prism needs to provide the support to query and print out the limits on the system.
Here is the implementation dependent limits on the shaders:
GL_MAX_VERTEX_ATTRIBS
GL_MAX_VERTEX_UNIFORM_VECTORS
GL_MAX_FRAGMENT_UNIFORM_VECTORS
GL_MAX_VARYING_VECTORS
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
GL_MAX_TEXTURE_IMAGE_UNITS
The OpenGL ES 2.0 specification doesn't require the implementation to provide a software fallback when we exceeded the limits set by the implementation.
Here is the implementation dependent limits on the shaders:
GL_MAX_VERTEX_ATTRIBS
GL_MAX_VERTEX_UNIFORM_VECTORS
GL_MAX_FRAGMENT_UNIFORM_VECTORS
GL_MAX_VARYING_VECTORS
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
GL_MAX_TEXTURE_IMAGE_UNITS
The OpenGL ES 2.0 specification doesn't require the implementation to provide a software fallback when we exceeded the limits set by the implementation.
Attachments
Issue Links
- blocks
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JDK-8097224 BoxBlur effect leads to runtime exception in embedded JavaFX
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- Resolved
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- relates to
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JDK-8093003 [Mac] Build fails with undefined symbol on OS X 10.9.4 with Xcode 5.1.1
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- Closed
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