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Question by Noah_Zuo · Jun 13, 2017 at 09:39 AM · shaderrenderinghardware

Cannot use unity_ObjectToWorld on the GPU Adreno 505?

Update: For some of our other dev-kit:

Adreno 430: Not work.

Adreno 305: Works fine.


We are currently testing our project on our dev-kits, one of which is Adreno 505.

And it confuses us a lot that whenever we use unity_ObjectToWorld in our fragment shader, there comes an error and the fragment would not be rendered.

We use snapdragon profiler to test our shader, and the glsl is like this:

This is vertex shader converted to glsl:

 #version 300 es
 
 uniform     vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
 uniform     vec4 hlslcc_mtx4x4unity_MatrixVP[4];
 in highp vec4 in_POSITION0;
 in highp vec2 in_TEXCOORD0;
 out highp vec2 vs_TEXCOORD0;
 vec4 u_xlat0;
 vec4 u_xlat1;
 void main()
 {
     u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
     u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
     u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
     u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
     u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
     u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
     u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
     gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
     vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
     return;
 }
 

This is the fragment shader:

 #version 300 es
 
 precision highp float;
 precision highp int;
 uniform     vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
 
 layout(location = 0) out mediump vec4 SV_Target0;
 
 void main()
 {
     /////
     // Red: works fine. 
     // Not render: something wrong about hlslcc_mtx4x4unity_ObjectToWorld
     SV_Target0 = hlslcc_mtx4x4unity_ObjectToWorld[2];
     SV_Target0 = vec4(1,0,0,1);
     return;
     //////////
 }


It works fine on Mali GPUs, but it failes to render when it comes to Adreno 505.

How to handle that please?

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