'GL_EXT_shader_framebuffer_fetch' : extension is not supported 在使用安卓模拟器加载Flutter应用时, 提示'GL_EXT_shader_framebuffer_fetch' : extension is not supported: D/skia (14043): Shader compilation error D/skia (14043): -
Since things appear to work properly if I add#extension GL_EXT_shader_framebuffer_fetch: enableto my shader despite it not being in the extensions list, I think all that is needed is to add it into the extensions list (and removethe commentsaying it's not supported). Based on skimming ...
var GL_EXT_map_buffer_range: Int32 var GL_EXT_occlusion_query_boolean: Int32 var GL_EXT_pvrtc_sRGB: Int32 var GL_EXT_read_format_bgra: Int32 var GL_EXT_sRGB: Int32 var GL_EXT_separate_shader_objects: Int32 var GL_EXT_shader_framebuffer_fetch: Int32 var GL_EXT_shader_texture_lod...
OES_shader_image_atomic. Overview This extension provides a new texture type, called a buffer texture. Buffer textures are one-dimensional arrays of texels whose storage comes from an attached buffer object. When a buffer object is bound to a buffer texture, a format is specified,...
get( 'EXT_color_buffer_float' ); this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' ); this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' ); this._currentContext = null; @@ -64,6 +66,81 @@ class WebGLBackend extends Backend { } initTimestamp...
modules/gles31/functional/es31fNegativeShaderFramebufferFetchTests.cpp \ modules/gles31/functional/es31fNegativeShaderFunctionTests.cpp \ modules/gles31/functional/es31fNegativeShaderImageLoadStoreTests.cpp \ modules/gles31/functional/es31fNegativeShaderStorageTests.cpp \ modules/gles31/functional/es31...
1).输出问题:Unity的默认字体Arial在WebGL平台并不能正常的显示,解决方法也简单,自己创建一个字体或者...
OES_texture_buffer and EXT_texture_buffer trivially affect the definition of this extension. Overview OES_geometry_shader defines a new shader type available to be run on the GPU, called a geometry shader. Geometry shaders are run after vertices are transformed, but pr...
('fragmentShader').textContent); gl.compileShader(fragmentShader); // Create Shader Program var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); // Create a buffer with 3 points to...
gl.attachShader(prog, fs); gl.linkProgram(prog); // Store program in your data structure. // Later, for example the next frame: if (ext) { if (gl.getProgramParameter(prog, ext.COMPLETION_STATUS_KHR)) { // Check program link status; if OK, use and draw with it. ...