System fonts and iPad2 crash
Posted: 12 Jul 2019, 14:54
Hi,
I am having a strange problem on the iPad 2.
When I am using a system font on the iPad 2 the app crashes but on the iPad Air everything works fine.
In the image is the error that I get in XCode
The difference in the log between the iPad2 and iPad Air is that on the iPad2 I get this error
Could this be caused by using the system fonts?
I am having a strange problem on the iPad 2.
When I am using a system font on the iPad 2 the app crashes but on the iPad Air everything works fine.
In the image is the error that I get in XCode
The difference in the log between the iPad2 and iPad Air is that on the iPad2 I get this error
Code: Select all
-------- Shader compilation failed
#version 100
#ifdef GL_EXT_frag_depth
#extension GL_EXT_frag_depth : enable
#endif
#define gl_FragDepth gl_FragDepthEXT
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
precision highp int;
uniform vec4 _ProjectionParams;
uniform vec4 _ZBufferParams;
uniform vec4 hlslcc_mtx4x4unity_CameraToWorld[4];
uniform vec4 hlslcc_mtx4x4_NonJitteredVP[4];
uniform vec4 hlslcc_mtx4x4_PreviousVP[4];
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 vs_TEXCOORD0;
varying highp vec3 vs_TEXCOORD1;
#define SV_Target0 gl_FragData[0]
vec4 u_xlat0;
vec4 u_xlat1;
vec3 u_xlat2;
float u_xlat9;
void main()
{
u_xlat0.x = _ProjectionParams.z / vs_TEXCOORD1.z;
u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
u_xlat9 = texture2D(_CameraDepthTexture, vs_TEXCOORD0.xy).x;
u_xlat1.x = _ZBufferParams.x * u_xlat9 + _ZBufferParams.y;
gl_FragDepth = u_xlat9;
u_xlat9 = float(1.0) / u_xlat1.x;
u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_CameraToWorld[1];
u_xlat1 = hlslcc_mtx4x4unity_CameraToWorld[0] * u_xlat0.xxxx + u_xlat1;
u_xlat0 = hlslcc_mtx4x4unity_CameraToWorld[2] * u_xlat0.zzzz + u_xlat1;
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_CameraToWorld[3];
u_xlat1.xyz = u_xlat0.yyy * hlslcc_mtx4x4_PreviousVP[1].xyw;
u_xlat1.xyz = hlslcc_mtx4x4_PreviousVP[0].xyw * u_xlat0.xxx + u_xlat1.xyz;
u_xlat1.xyz = hlslcc_mtx4x4_PreviousVP[2].xyw * u_xlat0.zzz + u_xlat1.xyz;
u_xlat1.xyz = hlslcc_mtx4x4_PreviousVP[3].xyw * u_xlat0.www + u_xlat1.xyz;
u_xlat1.xy = u_xlat1.xy / u_xlat1.zz;
u_xlat1.xy = u_xlat1.xy + vec2(1.0, 1.0);
u_xlat1.xy = u_xlat1.xy * vec2(0.5, 0.5);
u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4_NonJitteredVP[1].xyw;
u_xlat2.xyz = hlslcc_mtx4x4_NonJitteredVP[0].xyw * u_xlat0.xxx + u_xlat2.xyz;
u_xlat0.xyz = hlslcc_mtx4x4_NonJitteredVP[2].xyw * u_xlat0.zzz + u_xlat2.xyz;
u_xlat0.xyz = hlslcc_mtx4x4_NonJitteredVP[3].xyw * u_xlat0.www + u_xlat0.xyz;
u_xlat0.xy = u_xlat0.xy / u_xlat0.zz;
u_xlat0.xy = u_xlat0.xy + vec2(1.0, 1.0);
u_xlat0.xy = u_xlat0.xy * vec2(0.5, 0.5) + (-u_xlat1.xy);
SV_Target0.xy = u_xlat0.xy;
SV_Target0.zw = vec2(0.0, 1.0);
return;
}
-------- failed compiling:
fragment evaluation shader
ERROR: 0:32: Use of undeclared identifier 'gl_FragDepthEXT'