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shaders compiled by glslPrecompiler are not supported on WP8 #4
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I need to update the shader compiler code. For now, in Visual Studio, from the Debug menu select Graphics/DirectX Control Panel. Click on Edit List and select the glslPrecompiler.exe in the src/glslPrecompiler/Debug folder. Then Under Device Settings Select 9_3 for the Feature level limit. I will be updating the compiler app next week. |
I just validated that this works. Please let me know if you have any more issues. |
Ok, the error is gone, but glProgramBinaryOES still fails. I built glslPrecompiler with the following flags: |
Oops, nevermind. My mistake, passed the wrong length when loading the shader. |
The instructions for glslprecompiler (in the README) say to use flag USE_FEATURE_LEVEL_9_3. But, this flag has been removed from the codebase (Renderer11.cpp), making it useless. The above solution does work, but if you add back this code, it also fixes it: static const D3D_FEATURE_LEVEL sfeatureLevels[] = |
There is a new compiler program in the dev branch in src/winrtcompiler that is now working for winrt and wp8 shader compilation. |
Hello.
I'm trying to use angle on WP8 but apparently the precompiled shaders created by the glslPrecompiler are not supported on the device.
The error message is
D3D11 ERROR: ID3D11Device::CreatePixelShader: Invalid shader version provided: ps_4_0 [ STATE_CREATION ERROR #193: CREATEPIXELSHADER_INVALIDSHADERTYPE]
The RotatingCube sample for WP8 works fine using the precompiled shader that comes with the project.
I used the RotatingCube for winrt to make sure my code was correct. Running on winrt I can compile the glsl dinamycally or use precompiled shaders, it works either way.
I checked the readme file and tried several combinations of macro definitions but nothing worked.
Thanks in advance.
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