* 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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