A very strange thing happening on the latest 4.2 update of the Nexus 7. I 
am using a common framework to pass data to shaders over a standard 
"contract". When I switched a certain shader from per-pixel to per-vertex 
lighting, but keeping basically the same data types, I began having odd 
problems passing in a vec4 array uniform, but only in that specific driver. 
Here are steps I have verified:

No compile or link errors.
No errors (not -1) while looking up uniform locations (more on those).

All other shaders are working fine and have been working well for months.

The location code, which is normally 0 through some-small-number that is 
returned on prior calls is huge only in this shader. I'm sure there's no 
standard as to what those values are (as long as they're not -1) and NV 
might be using a mask to determine the location in memory where this data 
might reside, but when using these odd values, I get undefined results.

Below is the output from the log. Note that some values are fine and others 
are strange (8213, 3158020) and cause crashes when accessed

NOTE: locCache is what glGetUniformLocation returns after successful link.

11-23 02:06:31.030: D/Henberry(3489): HBShader::findUniform(): err=0, 
_program=6, name=Um4_projMat, result=0
11-23 02:06:31.030: D/Henberry(3489): _shader=0x68946a10, var=Um4_projMat, 
index=5, locCache=0
11-23 02:06:31.030: D/Henberry(3489): HBShader::findUniform(): err=0, 
_program=6, name=Um4_mvMat, result=*8213*
11-23 02:06:31.030: D/Henberry(3489): _shader=0x68946a10, var=Um4_mvMat, 
index=6, locCache=*8213*
11-23 02:06:31.030: D/Henberry(3489): HBShader::findUniform(): err=0, 
_program=6, name=UsampA3_tex, result=2
11-23 02:06:31.030: D/Henberry(3489): _shader=0x68946a10, var=UsampA3_tex, 
index=3, locCache=2
11-23 02:06:31.030: D/Henberry(3489): HBShader::findUniform(): err=0, 
_program=6, name=Uv4a_lights, result=*3158020*
11-23 02:06:31.030: D/Henberry(3489): _shader=0x68946a10, var=Uv4a_lights, 
index=9, locCache=*3158020*


This has been driving me crazy for several days now. I have double and 
triple checked everything I can think of. If posting the vert/fragment 
shaders would help, I'd be glad to. Does anyone have a thought on this one?

Thanks in advance,
Roger

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