Hello, I am working with imx6 sabresd_6dq board. Default SoC specific configurations for sabresd_6dq are using GRALLOC version v3 and HWComposer v2.0.
As shown below:
device/fsl/imx6/soc/imx6dq.mk |
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TARGET_GRALLOC_VERSION := v3 TARGET_HIGH_PERFORMANCE := true # HWComposer version depends on this. TARGET_USES_HWC2 := true TARGET_HWCOMPOSER_VERSION := v2.0 |
With this configuration Android booting properly.
But in order to make my marshmallow changes compatible with Oreo I need Version1 of Gralloc and HWCopmposer.
For that I did following changes to use Vesrion 1 of Gralloc and HWCopmposer
device/fsl/imx6/soc/imx6dq.mk |
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ARGET_GRALLOC_VERSION := v1 TARGET_HIGH_PERFORMANCE := true # HWComposer version depends on this. TARGET_USES_HWC2 := false TARGET_HWCOMPOSER_VERSION := v1.0 |
After applying above changes, I am facing some shader related errors,
And because of this Android is not able to boot.
Please suggest proper way to use Version1 Gralloc and HWCopmposer on Oreo.
Header 1 |
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SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform vec4 color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor = color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform vec4 color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor = color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform vec4 color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor = color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform vec4 color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor = color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform vec4 color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor = color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor.a *= alphaPlane; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform vec4 color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor = color; 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_FragColor *= alphaPlane; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.698 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.698 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.698 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.698 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.698 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.698 249 249 E SurfaceFlinger: } 01-01 00:08:39.698 249 249 E SurfaceFlinger: 01-01 00:08:39.698 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.699 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform vec4 color; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.699 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_FragColor = color; 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_FragColor.a *= alphaPlane; 01-01 00:08:39.699 249 249 E SurfaceFlinger: } 01-01 00:08:39.699 249 249 E SurfaceFlinger: 01-01 00:08:39.699 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.699 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.699 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.699 249 249 E SurfaceFlinger: } 01-01 00:08:39.699 249 249 E SurfaceFlinger: 01-01 00:08:39.699 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.699 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform vec4 color; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.699 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_FragColor = color; 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_FragColor *= alphaPlane; 01-01 00:08:39.699 249 249 E SurfaceFlinger: } 01-01 00:08:39.699 249 249 E SurfaceFlinger: 01-01 00:08:39.699 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.699 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.699 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.699 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.699 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.699 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.699 249 249 E SurfaceFlinger: } 01-01 00:08:39.699 249 249 E SurfaceFlinger: 01-01 00:08:39.699 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.699 249 249 E SurfaceFlinger: #extension GL_OES_EGL_image_external : require 01-01 00:08:39.699 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform samplerExternalOES sampler; 01-01 00:08:39.699 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.699 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.699 249 249 E SurfaceFlinger: } 01-01 00:08:39.699 249 249 E SurfaceFlinger: 01-01 00:08:39.699 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.699 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.699 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.699 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.699 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.699 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.699 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.699 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.699 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.699 249 249 E SurfaceFlinger: } 01-01 00:08:39.699 249 249 E SurfaceFlinger: 01-01 00:08:39.699 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.700 249 249 E SurfaceFlinger: #extension GL_OES_EGL_image_external : require 01-01 00:08:39.700 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform samplerExternalOES sampler; 01-01 00:08:39.700 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.700 249 249 E SurfaceFlinger: } 01-01 00:08:39.700 249 249 E SurfaceFlinger: 01-01 00:08:39.700 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.700 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.700 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.700 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.700 249 249 E SurfaceFlinger: } 01-01 00:08:39.700 249 249 E SurfaceFlinger: 01-01 00:08:39.700 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.700 249 249 E SurfaceFlinger: #extension GL_OES_EGL_image_external : require 01-01 00:08:39.700 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform samplerExternalOES sampler; 01-01 00:08:39.700 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.700 249 249 E SurfaceFlinger: } 01-01 00:08:39.700 249 249 E SurfaceFlinger: 01-01 00:08:39.700 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.700 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.700 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.700 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.700 249 249 E SurfaceFlinger: } 01-01 00:08:39.700 249 249 E SurfaceFlinger: 01-01 00:08:39.700 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.700 249 249 E SurfaceFlinger: #extension GL_OES_EGL_image_external : require 01-01 00:08:39.700 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform samplerExternalOES sampler; 01-01 00:08:39.700 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.700 249 249 E SurfaceFlinger: } 01-01 00:08:39.700 249 249 E SurfaceFlinger: 01-01 00:08:39.700 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.700 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.700 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.700 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.700 249 249 E SurfaceFlinger: } 01-01 00:08:39.700 249 249 E SurfaceFlinger: 01-01 00:08:39.700 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.700 249 249 E SurfaceFlinger: #extension GL_OES_EGL_image_external : require 01-01 00:08:39.700 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform samplerExternalOES sampler; 01-01 00:08:39.700 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.700 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.700 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.700 249 249 E SurfaceFlinger: gl_FragColor.a *= alphaPlane; 01-01 00:08:39.700 249 249 E SurfaceFlinger: } 01-01 00:08:39.700 249 249 E SurfaceFlinger: 01-01 00:08:39.700 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.700 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: #extension GL_OES_EGL_image_external : require 01-01 00:08:39.701 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform samplerExternalOES sampler; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor *= alphaPlane; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: #extension GL_OES_EGL_image_external : require 01-01 00:08:39.701 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform samplerExternalOES sampler; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor.a *= alphaPlane; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: #extension GL_OES_EGL_image_external : require 01-01 00:08:39.701 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform samplerExternalOES sampler; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor *= alphaPlane; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform sampler2D sampler; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform sampler2D sampler; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform sampler2D sampler; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform sampler2D sampler; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform sampler2D sampler; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_FragColor.a *= alphaPlane; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.701 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.701 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.701 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.701 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.701 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.701 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.701 249 249 E SurfaceFlinger: } 01-01 00:08:39.701 249 249 E SurfaceFlinger: 01-01 00:08:39.701 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.702 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.702 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform sampler2D sampler; 01-01 00:08:39.702 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.702 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_FragColor *= alphaPlane; 01-01 00:08:39.702 249 249 E SurfaceFlinger: } 01-01 00:08:39.702 249 249 E SurfaceFlinger: 01-01 00:08:39.702 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.702 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.702 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.702 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.702 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.702 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.702 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.702 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.702 249 249 E SurfaceFlinger: } 01-01 00:08:39.702 249 249 E SurfaceFlinger: 01-01 00:08:39.702 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.702 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.702 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform sampler2D sampler; 01-01 00:08:39.702 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.702 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_FragColor.a *= alphaPlane; 01-01 00:08:39.702 249 249 E SurfaceFlinger: } 01-01 00:08:39.702 249 249 E SurfaceFlinger: 01-01 00:08:39.702 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.702 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.702 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.702 249 249 E SurfaceFlinger: attribute vec4 texCoords; 01-01 00:08:39.702 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.702 249 249 E SurfaceFlinger: attribute vec4 position; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform mat4 projection; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform mat4 texture; 01-01 00:08:39.702 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_Position = projection * position; 01-01 00:08:39.702 249 249 E SurfaceFlinger: outTexCoords = (texture * texCoords).st; 01-01 00:08:39.702 249 249 E SurfaceFlinger: } 01-01 00:08:39.702 249 249 E SurfaceFlinger: 01-01 00:08:39.702 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.702 249 249 E SurfaceFlinger: Error while compiling shader: 01-01 00:08:39.702 249 249 E SurfaceFlinger: precision mediump float; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform sampler2D sampler; 01-01 00:08:39.702 249 249 E SurfaceFlinger: varying vec2 outTexCoords; 01-01 00:08:39.702 249 249 E SurfaceFlinger: uniform float alphaPlane; 01-01 00:08:39.702 249 249 E SurfaceFlinger: void main(void) { 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_FragColor = texture2D(sampler, outTexCoords); 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_FragColor.a = 1.0; 01-01 00:08:39.702 249 249 E SurfaceFlinger: gl_FragColor *= alphaPlane; 01-01 00:08:39.702 249 249 E SurfaceFlinger: } 01-01 00:08:39.702 249 249 E SurfaceFlinger: 01-01 00:08:39.702 249 249 E SurfaceFlinger:2!� 01-01 00:08:39.702 249 249 E SurfaceFlinger: Error while linking shaders: 01-01 00:08:39.702 249 249 D SurfaceFlinger: shader cache generated - 24 shaders in 4.156333 ms |