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2011-01-21
, 11:31
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Posts: 4 |
Thanked: 3 times |
Joined on Jan 2011
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#2
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2011-01-31
, 09:30
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Posts: 1,522 |
Thanked: 392 times |
Joined on Jul 2010
@ São Paulo, Brazil
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#3
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2011-01-31
, 13:56
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Posts: 4 |
Thanked: 3 times |
Joined on Jan 2011
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#4
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2011-02-02
, 03:22
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Posts: 304 |
Thanked: 176 times |
Joined on Oct 2009
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#5
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2011-02-05
, 03:29
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Posts: 4 |
Thanked: 3 times |
Joined on Jan 2011
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#6
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Have you tried downloading the Khronos Windows SDK and run your shader on their emulator? This way you can make sure if it's the shader causing problems or something else.
If I remember correctly the SDK also allows you to compile your own shaders and output them to a file.
I'm trying to implement GPU-based image processing on N900. Part of this is running pieces of data through GLSL fragment shader.
The shader code itself is somewhat complex, but nothing extraordinary. And I am happy with performance of the shader but the time required to compile this particular shader source code on N900 is ridiculous 90 sec!
Nevertheless, the driver on N900 claims that it has support for shader precompiled binary (GL_IMG_shader_binary) with correspondent shader binary format GL_SGX_BINARY_IMG.
So, I decided it should be possible to load pre-compiled binary instead
and avoid on-line compilation altogether.
I've tried to pre-compile shader with PVRUniSco compiler from POWERVR Inside SDK at
http://www.imgtec.com/powervr/inside...ndex.asp#GLES2
(the version marked for N900) and then load it simply with
Any ideas ? What am I doing wrong?