[Public WebGL] debugging a shaderLinkError
Daniel Koch
[email protected]
Sun Feb 27 21:03:17 PST 2011
I'd suggest trying with a more recent version of Chrome/ANGLE. A number of limits have been bumped up in ANGLE since then.
(That said, I expect you'll still run out of varyings though).
The current limits (on SM3 hardware) are:
MAX_FRAGMENT_UNIFORM_VECTORS 221
MAX_VARYING_VECTORS 10
MAX_VERTEX_ATTRIBS 16
MAX_VERTEX_TEXTURE_IMAGE_UNITS 16 0
MAX_VERTEX_UNIFORM_VECTORS 1024 254
Hope this helps,
Daniel
On 2011-02-27, at 2:18 PM, Stephen Bannasch wrote:
>
> At 5:07 PM -0800 2/25/11, Gregg Tavares (wrk) wrote:
>> What Steve said.
>>
>> You're using 17 varyings. WebGL is only required to support 8. (see OpenGL ES 2.0 spec section 6.19)
>>
>> Since you're only varying vec3s an amazing GL driver might be able to optimize that to 13 varyings but I wouldn't count on it and even that is over the minimum.
>>
>> You might want to check that at startup.
>>
>> gl.getParameter(gl.MAX_VARYING_VECTORS);
>
> That appears to have been the problem.
>
> I created an html page that displays the various webgl maximums up here:
>
> http://visual-demos.dev.concord.org/seasons/webgl-maximums.html
>
> These differences between my MacBook Pro and the HP 425 we are using in the classroom jumped out at me:
>
> MacBook Pro HP 425*
> -----------------------------------------------------------
> MAX_FRAGMENT_UNIFORM_VECTORS 1024 16
> MAX_VARYING_VECTORS 16 8
> MAX_VERTEX_ATTRIBS 16 12
> MAX_VERTEX_TEXTURE_IMAGE_UNITS 16 0
> MAX_VERTEX_UNIFORM_VECTORS 1024 128
>
>
> * HP 425 with Windows 7:
>
> Renderer: ATI Mobility Radeon HD 4250 Graphics
> Vendor: ATI Technologies Inc.
> Memory: 256 MB
> Version: 3.2.9752 Forward-Compatible Context
> Shading language version: 1.50
>
---
Daniel Koch -+- [email protected]
Senior Graphics Architect -+- TransGaming Inc. -+- www.transgaming.com
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