GLSL(OpenGL Shader Language) compilation bug with for loop on Adreno 205, Android.

One of the biggest advantages of the OpenGL API specification is that OpenGL is language agnostic.

That means it can be implemented on almost any programming language which makes it a very portable library.

However, there is a serious issue with OpenGL. It’s shader language(GLSL) has no specification for compilation. You can’t rely on binary files of compiled shaders to work on different devices.

Not only that but compiling the GLSL source code while running the app on different devices might produce different results or even silent bugs(Depending on driver implementation).

My game Shotgun Practice was running perfectly on my device(Galaxy Note N7000) but didn’t work on my friend’s device(HTC Desire Z).

On my friend’s ‘HTC Desire Z‘ Android device with the ‘Adreno 205‘ GPU it had graphics artifacts.

After quite some tests I found that a specific shader was the culprit. That shader was the vertex shader of skinned objects.

It took me a lot of tests because the driver for HTC Desire Z didn’t report any error or warning upon compiling and validating the skinning shader.

Eventually it boiled down to the part of code that transforms the vertices with the relevant bones.

Doesn’t work on HTC Desire Z

for(int i = 0; i < 4; ++i)
	mat4 m = BoneTransform[Index[i]];
	posOut += (w[i]*m*vec4(position, 1.0)).xyz;
	normalOut += (w[i]*m*vec4(normal, 0.0)).xyz;

Works on HTC Desire Z

mat4 m = BoneTransform[Index[0]];
posOut += (w[0]*m*vec4(position, 1.0)).xyz;
normalOut += (w[0]*m*vec4(normal, 0.0)).xyz;
m = BoneTransform[Index[1]];
posOut += (w[1]*m*vec4(position, 1.0)).xyz;
normalOut += (w[1]*m*vec4(normal, 0.0)).xyz;
m = BoneTransform[Index[2]];
posOut += (w[2]*m*vec4(position, 1.0)).xyz;
normalOut += (w[2]*m*vec4(normal, 0.0)).xyz;
m = BoneTransform[Index[3]];
posOut += (w[3]*m*vec4(position, 1.0)).xyz;
normalOut += (w[3]*m*vec4(normal, 0.0)).xyz;

As you can see the code that doesn’t work has a ‘for loop’ and in the code that works I manually unrolled the ‘for loop’.

I also tested if the issue was that ‘mat4 m’ was inside the ‘for loop’ block or that using a hard coded number of iterations would cause a faulty loop unrolling.

Neither attempts worked. I don’t know exactly what is the driver issue with this but I was told you should use ‘for loops’ very cautiously in GLSL meant for mobile devices.


Beware of ‘for loops’ and generally branching in GLSL meant for mobile devices.

But even worse, some drivers(hopefully only old devices) might not warn you that the shader isn’t going to work on the device even though it passed all the validation.

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