Hi all, Any follow up on this? I'm experiencing the same issue here (latest openjfx8 on wayland using mesa egl/gles2).
Erik On Wed, Mar 2, 2016 at 6:36 PM, Chien Yang <chien.y...@oracle.com> wrote: > Hi Maurice, > > Can you please file a JIRA on this issue? > > Thanks, > - Chien > > > On 3/1/16, 11:45 PM, Maurice wrote: > >> >> Jim, >> >> A solution in line of that of Johan Vos [1] works. JavaFX can be run and >> doesn't crash on startup when compiling the shaders. I think they should be >> taken into account for at least JavaFX 9, as it reduces a very serious bug >> to a possible optimization. >> >> Maurice. >> >> [1] https://bitbucket.org/javafxports/8u60-rt/commits/595633bbaa >> e36f98d85d47d276294442ea43488c >> >> Op 02-03-16 om 02:22 schreef Jim Graham: >> >>> The thing about this use of pixcoord is that the same information can be >>> supplied much more efficiently as a pair of texture coordinates. The value >>> of pixcoord ends up being a linear equation over the area of the primitive >>> which is exactly what texture coordinate samples give you for free. >>> >>> I believe some of the other gradient methods use that texture coordinate >>> technique to avoid having to use pixcoord, but the issue is that we've >>> hard-coded all of our VertexBuffer streams to have exactly 2 sets of >>> texture coordinates and so you only get room to pass in so many values and >>> these (i.e. this family of) shaders are already using those texture >>> coordinates to pass in too many values to leave enough free for the >>> gradient fractions. >>> >>> This shader could be avoided, I believe, by rasterizing the shape into >>> an alpha mask and using one of the alpha mask gradient shaders that doesn't >>> rely on pixcoord. In fact, in some embedded environments these shaders >>> have so many computations per pixel that running the shape rasterizer on >>> the CPU actually wins performance (and especially if you cache the alpha >>> masks as some of our NGShape nodes do)... >>> >>> ...jim >>> >>> On 3/1/16 9:10 AM, Maurice wrote: >>> >> >>