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Alabaster Dawn Android port v0.7.6

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@moronigranja moronigranja released this 30 Sep 21:52
· 30 commits to main since this release

v0.7.6

The shader the Mali phone in issue #4 still refused — and with it that phone's boot stall — now serves in the
one spelling its own compiler measured as accepted.

  • The post pass's ramp is named instead of constructed. analog-filter.frag builds its colour ramp as an
    array constructor passed as an argument (colorRamp(noise.r, vec3[5](…))). On that driver an array
    temporary inherits no element precision in any spelling of its brackets, which the phone's own self-test
    showed case by case: vec3[5](, the unsized vec3[](, and a qualified parameter all came back
    S0032: no default precision defined for variable 'vec3[5]', while naming the ramp and assigning it
    element by element compiles. The port serves that now — the game's own five values, in its order — and only
    to a device whose own compiler refused the game's declarations. That refusal was the whole of its boot
    stall (pending 105 (shader=1 …), first pending texturedpost/analog-filter).
  • The spelling self-test now asks what still answers something: each shader the port lifts, twice — the
    game's bytes and the port's — instead of fourteen candidate spellings the device has since settled.

Under ANGLE nothing changes on that device: the gate finds the game's own bytes compile there, and the
game boots and plays.

issue #4 ·
fuller notes