PVRVFrame – old bugs – ES2

This topic contains 1 reply, has 2 voices, and was last updated by  Tobias Hector 5 years, 11 months ago.

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  • #30671


    The follwing two bugs are still present in PVRVFrame (also tested on 2.8.28.*).

    1. After using the glGetBooleanv(GL_SHADER_COMPILER,… some gl calls involving shaders starts to generate errors.

    GLboolean bShaderCompiler = GL_FALSE;
    glGetBooleanv(GL_SHADER_COMPILER, &bShaderCompiler); // bShaderCompiler=GL_TRUE, err=GL_NO_ERROR
    GLuint vsh = glCreateShader(GL_VERTEX_SHADER); // err=GL_NO_ERROR
    GLuint fsh = glCreateShader(GL_FRAGMENT_SHADER); // err=GL_NO_ERROR
    GLboolean b1 = glIsShader(vsh); // err=GL_INVALID_ENUM !!!
    // PVRVFrame: “In glIsShader error: 500 (GL_INVALID_ENUM) : (null)”
    GLboolean b2 = glIsShader(fsh); // err=GL_NO_ERROR
    if (b1) glDeleteShader(vsh); // err=GL_NO_ERROR
    if (b2) glDeleteShader(fsh); // err=GL_NO_ERROR

    In the above example even a glIsShader generates an GL_INVALID_ENUM.
    Note that glIsShader should not rise any error flags no matter of the
    input param. Also, before that call glGetError returns GL_NO_ERRROR.

    2.  glReleaseShaderCompiler should only generate GL_INVALID_OPERATION if a shader compiler is not supported. But, shader compiler is supported. glGetBooleanv(GL_SHADER_COMPILER, &mbShaderCompiler); returns mbShaderCompiler=GL_TRUE and other shader related gl calls works too.

    glReleaseShaderCompiler(); // err=GL_INVALID_OPERATION !!!
    // PVRVFrame: “In glReleaseShaderCompiler error: 502 (GL_INVALID_OPERATION) : this function is not yet supported by the emulator”


    Hi diafera,

    Thank you for your bug report! I’ve submitted a bug into our internal bug tracker for this and your other reports (BRN34824).



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