Forums - Shader Compiler internal error

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Shader Compiler internal error
Sonicadvance1
Join Date: 2 Nov 12
Posts: 51
Posted: Sun, 2013-05-26 23:38

I've been trying to track down a issue with compiling a GLSLES 3 shader on my Galaxy S4. It keeps throwing internal error at me with a shaders and I've narrowed it down to about as far as I can go.

I've got two shaders, one vertex, one fragment, if someone could look to see why it just gives me "Internal Error." That would be great.

The shaders are a bit ugly since they are procedurally generated, but it shouldn't be too difficult to understand.

 

 

 
Error: "Internal error."
// Vertex Shader

#version 300 es
precision highp float;



#define ATTRIN in
#define ATTROUT out
#define VARYIN in
#define VARYOUT out





//Vertex Shader: comp:8402, 
layout(std140) uniform VSBlock {
vec4 cpnmtx[6] ;
vec4 cproj[4] ;
vec4 cmtrl[4] ;
vec4 clights[40] ;
vec4 ctexmtx[24] ;
vec4 ctrmtx[64] ;
vec4 cnmtx[32] ;
vec4 cpostmtx[64] ;
vec4 cDepth ;
};
struct VS_OUTPUT {
   vec4 pos ;// POSITION;
   vec4 colors_0 ;// COLOR0;
   vec4 colors_1 ;// COLOR1;
   vec4 clipPos ;// TEXCOORD0;
};
in vec4 rawpos; // ATTR0,
in float fposmtx; // ATTR1,
in vec3 rawnorm0; // ATTR2,
in vec2 tex0; // ATTR8,
out  vec3 uv0_2;
out  vec3 uv1_2;
out  vec3 uv2_2;
out  vec3 uv3_2;
out  vec3 uv4_2;
out  vec3 uv5_2;
out  vec3 uv6_2;
out  vec3 uv7_2;
out   vec4 clipPos_2;
out   vec4 colors_02;
out   vec4 colors_12;
void main()
{
VS_OUTPUT o;
int posmtx = int(fposmtx);
vec4 pos = vec4(dot(ctrmtx[posmtx], rawpos), dot(ctrmtx[posmtx+1], rawpos), dot(ctrmtx[posmtx+2], rawpos), 1);
int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;
vec3 N0 = cnmtx[normidx].xyz, N1 = cnmtx[normidx+1].xyz, N2 = cnmtx[normidx+2].xyz;
vec3 _norm0 = normalize(vec3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));
o.pos = vec4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos), dot(cproj[3], pos));
vec4 mat, lacc;
vec3 ldir, h;
float dist, dist2, attn;
{
mat = cmtrl[2];
lacc = vec4(1.0f, 1.0f, 1.0f, 1.0f);
lacc.w = 1.0f;
o.colors_0 = mat * clamp(lacc, 0.0, 1.0);
}
o.colors_1 = o.colors_0;
vec4 coord = vec4(0.0f, 0.0f, 1.0f, 1.0f);
o.clipPos = vec4(pos.x,pos.y,o.pos.z,o.pos.w);
o.pos.z = o.pos.w + o.pos.z * 2.0f;
o.pos.z = o.pos.z * 1048575.0f/1048576.0f;
 uv0_2.xyz =  vec3(0.0f, 0.0f, 0.0f);
 uv1_2.xyz =  vec3(0.0f, 0.0f, 0.0f);
 uv2_2.xyz =  vec3(0.0f, 0.0f, 0.0f);
 uv3_2.xyz =  vec3(0.0f, 0.0f, 0.0f);
 uv4_2.xyz =  vec3(0.0f, 0.0f, 0.0f);
 uv5_2.xyz =  vec3(0.0f, 0.0f, 0.0f);
 uv6_2.xyz =  vec3(0.0f, 0.0f, 0.0f);
 uv7_2.xyz =  vec3(0.0f, 0.0f, 0.0f);
  clipPos_2 = o.clipPos;
colors_02 = o.colors_0;
colors_12 = o.colors_1;
gl_Position = o.pos;
}

// Pixel Shader
#version 300 es
precision highp float;



#define ATTRIN in
#define ATTROUT out
#define VARYIN in
#define VARYOUT out





//Pixel Shader for TEV stages
//1 TEV stages, 0 texgens, XXX IND stages
float fmod( float x, float y )
{
	float z = fract( abs( x / y) ) * abs( y );
	return (x < 0.0) ? -z : z;
}
uniform sampler2D samp0;
uniform sampler2D samp1;
uniform sampler2D samp2;
uniform sampler2D samp3;
uniform sampler2D samp4;
uniform sampler2D samp5;
uniform sampler2D samp6;
uniform sampler2D samp7;

layout(std140) uniform PSBlock {
	vec4 color[4] ;
	vec4 k[4] ;
	vec4 alphaRef[1] ;
	vec4 texdim[8] ;
	vec4 czbias[2] ;
	vec4 cindscale[2] ;
	vec4 cindmtx[6] ;
	vec4 cfog[3] ;
	vec4 cPLights[40] ;
	vec4 cPmtrl[4] ;
};
layout(location = 0) out vec4 ocol0;
vec4 rawpos = gl_FragCoord;
in vec4 colors_02;
in vec4 colors_12;
vec4 colors_0 = colors_02;
vec4 colors_1 = colors_12;
in vec3 uv0_2;
vec3 uv0 = uv0_2;
in vec3 uv1_2;
vec3 uv1 = uv1_2;
in vec3 uv2_2;
vec3 uv2 = uv2_2;
in vec3 uv3_2;
vec3 uv3 = uv3_2;
in vec3 uv4_2;
vec3 uv4 = uv4_2;
in vec3 uv5_2;
vec3 uv5 = uv5_2;
in vec3 uv6_2;
vec3 uv6 = uv6_2;
in vec3 uv7_2;
vec3 uv7 = uv7_2;
in vec4 clipPos_2;
vec4 clipPos = clipPos_2;
void main()
{
  vec4 c0 = color[1], c1 = color[2], c2 = color[3], prev = vec4(0.0f, 0.0f, 0.0f, 0.0f), textemp = vec4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = vec4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = vec4(0.0f, 0.0f, 0.0f, 0.0f);
  vec3 comp16 = vec3(1.0f, 255.0f, 0.0f), comp24 = vec3(1.0f, 255.0f, 255.0f*255.0f);
  float alphabump=0.0f;
  vec3 tevcoord=vec3(0.0f, 0.0f, 0.0f);
  vec2 wrappedcoord=vec2(0.0f,0.0f), tempcoord=vec2(0.0f,0.0f);
  vec4 cc0=vec4(0.0f,0.0f,0.0f,0.0f), cc1=vec4(0.0f,0.0f,0.0f,0.0f);
  vec4 cc2=vec4(0.0f,0.0f,0.0f,0.0f), cprev=vec4(0.0f,0.0f,0.0f,0.0f);
  vec4 crastemp=vec4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=vec4(0.0f,0.0f,0.0f,0.0f);

	clipPos = vec4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
	vec3 uv0 = vec3(0.0f, 0.0f, 0.0f);
// TEV stage 0
rastemp = colors_0.rgba;
crastemp = fract(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
textemp = vec4(1.0f, 1.0f, 1.0f, 1.0f);
// color combine
prev.rgb = clamp((rastemp.rgb)+vec3(0.0f, 0.0f, 0.0f), 0.0, 1.0);
// alpha combine
prev.a = clamp(vec4(0.0f, 0.0f, 0.0f, 0.0f).a, 0.0, 1.0);

// TEV done
float zCoord = rawpos.z;
	ocol0 = prev;
}

 

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Sonicadvance1
Join Date: 2 Nov 12
Posts: 51
Posted: Tue, 2013-05-28 00:55

Tracked down the issue on this one. The vertex shader as a integer in it and apparently that causes the shader compiler angst issues. Should probably say something other than "Internal Error"

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Sonicadvance1
Join Date: 2 Nov 12
Posts: 51
Posted: Sun, 2013-06-02 06:15

Any news on this? Is it known that integer support in the shaders is broken? I've yet to test if uniform integers work or not yet.

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mhfeldma Moderator
Join Date: 29 Nov 12
Posts: 302
Posted: Mon, 2013-06-03 07:07

Hi..  Got word back from our compiler team, that there is indeed a problem in our parsing which doesn't handle the dynamic indexing of arrays inside Uniform Buffer Objects.  Uniform integers should work.

 

 

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Sonicadvance1
Join Date: 2 Nov 12
Posts: 51
Posted: Sat, 2013-10-12 22:09

Has this issue been fixed on Qualcomm's side with development versions?

I would like to mark this off our list of bugs as being fixed in a future driver release.

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mhfeldma Moderator
Join Date: 29 Nov 12
Posts: 302
Posted: Mon, 2013-10-14 13:36

Yes, this problem is now fixed in our mainline driver source.

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