I'm having this annoying problem with compiling shader that already compiles on tens of devices but not on 1 or 2 specific
I'm trying to load fragment shader using:
GLES20.glShaderSource(shader, source);
but I'm keep getting crash with log:
glCompileShader Fatal signal 11 (SIGSEGV) at 0x3412d01
I though that the GLSL version might have a problem compiling the shader but from looking at its version I saw that other devices with the same GLSL versions have compiled it successfully.
The error in OpenGL driver details are:
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00
GL_VENDOR: Qualcomm
GL_RENDERER: Adreno (TM) 200
GL_EXTENSIONS:
GL_AMD_compressed_ATC_texture
GL_AMD_performance_monitor
GL_AMD_program_binary_Z400
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_type_2_10_10_10_REV
GL_NV_fence GL_OES_compressed_ETC1_RGB8_texture
GL_OES_depth_texture
GL_OES_depth24
GL_OES_EGL_image GL_OES_EGL_image_external
GL_OES_element_index_uint
GL_OES_fbo_render_mipmap
GL_OES_fragment_precision_high
GL_OES_get_program_binary
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8 GL_OES_standard_derivatives
GL_OES_texture_3D GL_OES_texture_float
GL_OES_texture_half_float
GL_OES_texture_half_float_linear
GL_OES_texture_npot
GL_OES_vertex_half_float
GL_OES_vertex_type_10_10_10_2 GL_OES_vertex_array_object
GL_QCOM_alpha_test
GL_QCOM_binning_control
GL_QCOM_driver_control
GL_QCOM_perfmon_global_mode
GL_QCOM_extended_get
GL_QCOM_extended_get2
GL_QCOM_tiled_rendering
GL_QCOM_writeonly_rendering
GL_AMD_compressed_3DC_texture
The solution is partial. In the shader I defined some long macros that cause this crash with SIGDEV error. I assuming they corrupted my memory and the app got crazy.
I changed all the macros to functions and it solved the bug