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* Problem with shader compiler
@ 2013-01-17 12:49 Erik Botö
  2013-01-17 14:37 ` Thomas Senyk
  0 siblings, 1 reply; 11+ messages in thread
From: Erik Botö @ 2013-01-17 12:49 UTC (permalink / raw)
  To: meta-freescale

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Hi,

I'm using meta-fsl-arm with an imx6 sabrelite board, kernel 3.0.35
+ gpu-viv-bin-mx6q_12.09.01.

I use the sysroot from poky to build Qt5, but then run in to some problems
with shaders. They seem to stem from the fact that the shader compiler
doesn't support #define and/or #ifdef.

Example:

QOpenGLShader::compile(Fragment): (5:0) : error : syntax error

*** Problematic Fragment shader source code ***
#ifndef GL_FRAGMENT_PRECISION_HIGH
#define highp mediump
#endif
uniform sampler2D texture;
varying highp vec2 textureCoord;
void main() {
   gl_FragColor = texture2D(texture, textureCoord).bgra;
}

***

It can be manually fixed by exchanging all occurences of highp with
mediump, instead of relying on the preprocessor macros. The shader compiler
should support this, right?

Best Regards,
Erik Botö

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^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-17 12:49 Problem with shader compiler Erik Botö
@ 2013-01-17 14:37 ` Thomas Senyk
  2013-01-17 14:40   ` Thomas Senyk
  0 siblings, 1 reply; 11+ messages in thread
From: Thomas Senyk @ 2013-01-17 14:37 UTC (permalink / raw)
  To: meta-freescale

On Thu, January 17, 2013 13:49:46 Erik Botö wrote:
> Hi,
> 
> I'm using meta-fsl-arm with an imx6 sabrelite board, kernel 3.0.35
> + gpu-viv-bin-mx6q_12.09.01.
> 
> I use the sysroot from poky to build Qt5, but then run in to some problems
> with shaders. They seem to stem from the fact that the shader compiler
> doesn't support #define and/or #ifdef.
> 
> Example:
> 
> QOpenGLShader::compile(Fragment): (5:0) : error : syntax error
> 
> *** Problematic Fragment shader source code ***
> #ifndef GL_FRAGMENT_PRECISION_HIGH
> #define highp mediump
> #endif
> uniform sampler2D texture;
> varying highp vec2 textureCoord;
> void main() {
>    gl_FragColor = texture2D(texture, textureCoord).bgra;
> }
> 
> ***
> 
> It can be manually fixed by exchanging all occurences of highp with
> mediump, instead of relying on the preprocessor macros. The shader compiler
> should support this, right?


Addition bug-report information:
A error looks like that:

Warning: QOpenGLShader::compile(Fragment): (4:0) : error : syntax error
Warning: *** Problematic Fragment shader source code *** 
Warning: #ifndef GL_FRAGMENT_PRECISION_HIGH
#define highp mediump
#endif
varying highp vec2 qt_TexCoord;                    
uniform sampler2D qt_Texture;                      
void main() {                                      
    gl_FragColor = texture2D(qt_Texture, qt_TexCoord);
}

If one removes the the 3 "#ifndef ... #endif" lines it works.
Maybe the GLSL-preprocessor is broken?


Greets
Thomas


> 
> Best Regards,
> Erik Botö


^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-17 14:37 ` Thomas Senyk
@ 2013-01-17 14:40   ` Thomas Senyk
  2013-01-17 20:24     ` Otavio Salvador
  0 siblings, 1 reply; 11+ messages in thread
From: Thomas Senyk @ 2013-01-17 14:40 UTC (permalink / raw)
  To: meta-freescale

We can stop this ...
Just got notices that it's known and already fixed in the last BSP release 
(from Tuesday)


Thanks and sorry for the useless buzz :)
Greets
Thomas





On Thu, January 17, 2013 15:37:46 Thomas Senyk wrote:
> On Thu, January 17, 2013 13:49:46 Erik Botö wrote:
> > Hi,
> > 
> > I'm using meta-fsl-arm with an imx6 sabrelite board, kernel 3.0.35
> > + gpu-viv-bin-mx6q_12.09.01.
> > 
> > I use the sysroot from poky to build Qt5, but then run in to some problems
> > with shaders. They seem to stem from the fact that the shader compiler
> > doesn't support #define and/or #ifdef.
> > 
> > Example:
> > 
> > QOpenGLShader::compile(Fragment): (5:0) : error : syntax error
> > 
> > *** Problematic Fragment shader source code ***
> > #ifndef GL_FRAGMENT_PRECISION_HIGH
> > #define highp mediump
> > #endif
> > uniform sampler2D texture;
> > varying highp vec2 textureCoord;
> > void main() {
> > 
> >    gl_FragColor = texture2D(texture, textureCoord).bgra;
> > 
> > }
> > 
> > ***
> > 
> > It can be manually fixed by exchanging all occurences of highp with
> > mediump, instead of relying on the preprocessor macros. The shader
> > compiler
> > should support this, right?
> 
> Addition bug-report information:
> A error looks like that:
> 
> Warning: QOpenGLShader::compile(Fragment): (4:0) : error : syntax error
> Warning: *** Problematic Fragment shader source code ***
> Warning: #ifndef GL_FRAGMENT_PRECISION_HIGH
> #define highp mediump
> #endif
> varying highp vec2 qt_TexCoord;
> uniform sampler2D qt_Texture;
> void main() {
>     gl_FragColor = texture2D(qt_Texture, qt_TexCoord);
> }
> 
> If one removes the the 3 "#ifndef ... #endif" lines it works.
> Maybe the GLSL-preprocessor is broken?
> 
> 
> Greets
> Thomas
> 
> > Best Regards,
> > Erik Botö


^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-17 14:40   ` Thomas Senyk
@ 2013-01-17 20:24     ` Otavio Salvador
  2013-01-30 15:55       ` Bruno CELDRAN
  0 siblings, 1 reply; 11+ messages in thread
From: Otavio Salvador @ 2013-01-17 20:24 UTC (permalink / raw)
  To: Thomas Senyk; +Cc: meta-freescale@yoctoproject.org

On Thu, Jan 17, 2013 at 12:40 PM, Thomas Senyk
<thomas.senyk@pelagicore.com> wrote:
> We can stop this ...
> Just got notices that it's known and already fixed in the last BSP release
> (from Tuesday)
>
>
> Thanks and sorry for the useless buzz :)
> Greets
> Thomas

We'll be updating the BSP during this and next week.

--
Otavio Salvador                             O.S. Systems
E-mail: otavio@ossystems.com.br  http://www.ossystems.com.br
Mobile: +55 53 9981-7854              http://projetos.ossystems.com.br


^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-17 20:24     ` Otavio Salvador
@ 2013-01-30 15:55       ` Bruno CELDRAN
  2013-01-30 16:02         ` Otavio Salvador
  0 siblings, 1 reply; 11+ messages in thread
From: Bruno CELDRAN @ 2013-01-30 15:55 UTC (permalink / raw)
  To: meta-freescale

Otavio Salvador <otavio@...> writes:

> 
> On Thu, Jan 17, 2013 at 12:40 PM, Thomas Senyk
> <thomas.senyk@...> wrote:
> > We can stop this ...
> > Just got notices that it's known and already fixed in the last BSP release
> > (from Tuesday)
> >
> >
> > Thanks and sorry for the useless buzz :)
> > Greets
> > Thomas
> 
> We'll be updating the BSP during this and next week.
> 
> --
> Otavio Salvador                             O.S. Systems
> E-mail: otavio@...  http://www.ossystems.com.br
> Mobile: +55 53 9981-7854              http://projetos.ossystems.com.br
> 

Hi,

I have the same problem with another QT5 opengl program.

I'm using PTXDist 2013.01 system + Oselas 2012.12 Toolchain +
gpu-viv-bin-mx6q-1.1.0.tar.gz from the Freescale LTIB
L3.0.35_1.1.0_121218_source distribution.

Which BSP are your refferring for, and where could I download it ?

Best Regards,

Bruno CELDRAN 




^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-30 15:55       ` Bruno CELDRAN
@ 2013-01-30 16:02         ` Otavio Salvador
  2013-01-30 16:23           ` Bruno CELDRAN
  0 siblings, 1 reply; 11+ messages in thread
From: Otavio Salvador @ 2013-01-30 16:02 UTC (permalink / raw)
  To: Bruno CELDRAN; +Cc: meta-freescale@yoctoproject.org

On Wed, Jan 30, 2013 at 1:55 PM, Bruno CELDRAN <celdran@xap.fr> wrote:
> Otavio Salvador <otavio@...> writes:
>
>>
>> On Thu, Jan 17, 2013 at 12:40 PM, Thomas Senyk
>> <thomas.senyk@...> wrote:
>> > We can stop this ...
>> > Just got notices that it's known and already fixed in the last BSP release
>> > (from Tuesday)
>> >
>> >
>> > Thanks and sorry for the useless buzz :)
>> > Greets
>> > Thomas
>>
>> We'll be updating the BSP during this and next week.
>>
>> --
>> Otavio Salvador                             O.S. Systems
>> E-mail: otavio@...  http://www.ossystems.com.br
>> Mobile: +55 53 9981-7854              http://projetos.ossystems.com.br
>>
>
> Hi,
>
> I have the same problem with another QT5 opengl program.
>
> I'm using PTXDist 2013.01 system + Oselas 2012.12 Toolchain +
> gpu-viv-bin-mx6q-1.1.0.tar.gz from the Freescale LTIB
> L3.0.35_1.1.0_121218_source distribution.
>
> Which BSP are your refferring for, and where could I download it ?

Exactly this one. The 1.1.0. I did not test Qt5 on it yet but Thomas
might have more information. Thomas?

--
Otavio Salvador                             O.S. Systems
E-mail: otavio@ossystems.com.br  http://www.ossystems.com.br
Mobile: +55 53 9981-7854              http://projetos.ossystems.com.br


^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-30 16:02         ` Otavio Salvador
@ 2013-01-30 16:23           ` Bruno CELDRAN
  2013-01-30 17:09             ` Thomas Senyk
  0 siblings, 1 reply; 11+ messages in thread
From: Bruno CELDRAN @ 2013-01-30 16:23 UTC (permalink / raw)
  To: meta-freescale

Otavio Salvador <otavio@...> writes:


> > Which BSP are your refferring for, and where could I download it ?
> 
> Exactly this one. The 1.1.0. I did not test Qt5 on it yet but Thomas
> might have more information. Thomas?
> 
> --
> Otavio Salvador                             O.S. Systems
> E-mail: otavio@...  http://www.ossystems.com.br
> Mobile: +55 53 9981-7854              http://projetos.ossystems.com.br
> 

I rechecked the filesize of the EGL libraries I was using... and for some
reasons they were not updated into the root filesystem. 

I copied them and I don't get the error again (I don't have any display at all
but it's another problem).

Sorry for the inconvenience...

Best Regards,

Bruno





^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-30 16:23           ` Bruno CELDRAN
@ 2013-01-30 17:09             ` Thomas Senyk
  2013-01-30 17:28               ` Otavio Salvador
  0 siblings, 1 reply; 11+ messages in thread
From: Thomas Senyk @ 2013-01-30 17:09 UTC (permalink / raw)
  To: meta-freescale; +Cc: Bruno CELDRAN

On Wed, January 30, 2013 16:23:28 Bruno CELDRAN wrote:
> Otavio Salvador <otavio@...> writes:
> > > Which BSP are your refferring for, and where could I download it ?
> > 
> > Exactly this one. The 1.1.0. I did not test Qt5 on it yet but Thomas
> > might have more information. Thomas?

I haven't tested 1.1.0 yet ... so many patches to apply ... ;)
Maybe I find some time tomorrow.
  .. if I got it right from the mailing-list all the upsteam patches are 
checked in, right?
  .. so if I use repo with '-b master' I just need to repo sync and apply the 
meta-fsl-arm patches, right?


> > 
> > --
> > Otavio Salvador                             O.S. Systems
> > E-mail: otavio@...  http://www.ossystems.com.br
> > Mobile: +55 53 9981-7854              http://projetos.ossystems.com.br
> 
> I rechecked the filesize of the EGL libraries I was using... and for some
> reasons they were not updated into the root filesystem.
> 
> I copied them and I don't get the error again 

At the errors are gone :)

> (I don't have any display at
> all but it's another problem).

If this has anything to do with the Qt or it's platform plugin, I would be 
interested in the problem as well as the solution :)


> 
> Sorry for the inconvenience...
> 
> Best Regards,
> 
> Bruno
> 
> 
> 
> _______________________________________________
> meta-freescale mailing list
> meta-freescale@yoctoproject.org
> https://lists.yoctoproject.org/listinfo/meta-freescale


^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-30 17:09             ` Thomas Senyk
@ 2013-01-30 17:28               ` Otavio Salvador
  2013-02-01 16:55                 ` Thomas Senyk
  0 siblings, 1 reply; 11+ messages in thread
From: Otavio Salvador @ 2013-01-30 17:28 UTC (permalink / raw)
  To: Thomas Senyk; +Cc: meta-freescale@yoctoproject.org, Bruno CELDRAN

On Wed, Jan 30, 2013 at 3:09 PM, Thomas Senyk
<thomas.senyk@pelagicore.com> wrote:
> On Wed, January 30, 2013 16:23:28 Bruno CELDRAN wrote:
>> Otavio Salvador <otavio@...> writes:
>> > > Which BSP are your refferring for, and where could I download it ?
>> >
>> > Exactly this one. The 1.1.0. I did not test Qt5 on it yet but Thomas
>> > might have more information. Thomas?
>
> I haven't tested 1.1.0 yet ... so many patches to apply ... ;)
> Maybe I find some time tomorrow.
>   .. if I got it right from the mailing-list all the upsteam patches are
> checked in, right?

Not yet; the OE-Core/Poky patches got the Acked-by today but are not
yet applied. So please apply those (3 patches actually) manually.

>   .. so if I use repo with '-b master' I just need to repo sync and apply the
> meta-fsl-arm patches, right?

For the rest, yes.

--
Otavio Salvador                             O.S. Systems
E-mail: otavio@ossystems.com.br  http://www.ossystems.com.br
Mobile: +55 53 9981-7854              http://projetos.ossystems.com.br


^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-01-30 17:28               ` Otavio Salvador
@ 2013-02-01 16:55                 ` Thomas Senyk
  2013-02-08  5:58                   ` Mattias Sahlén
  0 siblings, 1 reply; 11+ messages in thread
From: Thomas Senyk @ 2013-02-01 16:55 UTC (permalink / raw)
  To: Otavio Salvador; +Cc: meta-freescale@yoctoproject.org, Bruno CELDRAN

On Wed, January 30, 2013 15:28:55 Otavio Salvador wrote:
> On Wed, Jan 30, 2013 at 3:09 PM, Thomas Senyk
> 
> <thomas.senyk@pelagicore.com> wrote:
> > On Wed, January 30, 2013 16:23:28 Bruno CELDRAN wrote:
> >> Otavio Salvador <otavio@...> writes:
> >> > > Which BSP are your refferring for, and where could I download it ?
> >> > 
> >> > Exactly this one. The 1.1.0. I did not test Qt5 on it yet but Thomas
> >> > might have more information. Thomas?
> > 
> > I haven't tested 1.1.0 yet ... so many patches to apply ... ;)
> > Maybe I find some time tomorrow.
> > 
> >   .. if I got it right from the mailing-list all the upsteam patches are
> > 
> > checked in, right?
> 
> Not yet; the OE-Core/Poky patches got the Acked-by today but are not
> yet applied. So please apply those (3 patches actually) manually.
> 
> >   .. so if I use repo with '-b master' I just need to repo sync and apply
> >   the
> > 
> > meta-fsl-arm patches, right?
> 
> For the rest, yes.

Ok I came along to do a quick test before I'm out-of-office next week.
I only selected patches I need as I'm building without 'x11' in 
DISTRO_FEATURES

So just used patch 01 and 08  (maybe/properly I missed something this way?)
(and some manual adjustments to patch01 due to 'no-x11')

... the other patches were already upstream (e.g. firmware).. I think ;)


Anyway Qt5/eglfs can create the EGLDisplay and the background gets cleared 
with 'white' ... so opengl/egl basically works, but I get following errors:

vertex shader compilation error: 
fragment shader compilation error: 
program link error: No vertex shader attached.

... with and without the 'mediump/heighp/#define'-workaround
The error-messages are not very ... verbose ;)


Maybe I missed something in the hurry .. not sure.
Anyway I'm going to do a complete clean build of everything in the week after 
next week and come back to you about the state then.


gotta go now.


> 
> --
> Otavio Salvador                             O.S. Systems
> E-mail: otavio@ossystems.com.br  http://www.ossystems.com.br
> Mobile: +55 53 9981-7854              http://projetos.ossystems.com.br


^ permalink raw reply	[flat|nested] 11+ messages in thread

* Re: Problem with shader compiler
  2013-02-01 16:55                 ` Thomas Senyk
@ 2013-02-08  5:58                   ` Mattias Sahlén
  0 siblings, 0 replies; 11+ messages in thread
From: Mattias Sahlén @ 2013-02-08  5:58 UTC (permalink / raw)
  To: meta-freescale

Thomas Senyk <thomas.senyk@...> writes:
.....
> 
> Maybe I missed something in the hurry .. not sure.
> Anyway I'm going to do a complete clean build of everything in the week after 
> next week and come back to you about the state then.
> 
> gotta go now.
> 

Hi
I just wanted to check in and say that I got QT5 running on my SABRE SD board
with the image Thomas has described(no X11, picked it up in another thread). All
I had to do was to manually install the gpu-viv-bin-mx6q_1.1.0-1_armel.deb found
in the L3.0.35_1.1.0_121218_images_MX6 package from freescale. 

So, yes you probably missed something in the hurry ;)

/Mattias



^ permalink raw reply	[flat|nested] 11+ messages in thread

end of thread, other threads:[~2013-02-08  6:04 UTC | newest]

Thread overview: 11+ messages (download: mbox.gz follow: Atom feed
-- links below jump to the message on this page --
2013-01-17 12:49 Problem with shader compiler Erik Botö
2013-01-17 14:37 ` Thomas Senyk
2013-01-17 14:40   ` Thomas Senyk
2013-01-17 20:24     ` Otavio Salvador
2013-01-30 15:55       ` Bruno CELDRAN
2013-01-30 16:02         ` Otavio Salvador
2013-01-30 16:23           ` Bruno CELDRAN
2013-01-30 17:09             ` Thomas Senyk
2013-01-30 17:28               ` Otavio Salvador
2013-02-01 16:55                 ` Thomas Senyk
2013-02-08  5:58                   ` Mattias Sahlén

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