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how to use version1 of HWComposer and Gralloc for imx6 on Android Oreo?

Question asked by nilesh patel on Jul 25, 2018

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
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
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
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

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