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| ROMs y desarrollo Nexus 5 ROMs y desarrollo Nexus 5 |
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Herramientas |
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#21
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Changelog:
•Increase the maximum available number of uniform vectors from 251 to 256 for vertex shaders and from 221 to 224 for fragment shaders. •Fix possible lost nodes in GLSL preprocessor symbol table. Under certain conditions, using the #undef directive in a shader could cause other, unrelated symbols to be lost. This fixes a shader issue in The Amazing Spider-Man game from Gameloft. •Fix RBOs with no allocated storage to correctly report a zero sample count. •Fix potential crash when multiple GL contexts are rendering to the same EGL surface and the EGL surface is unmapped. This fixes a possible crash while running Google’s Compatibility Test Suite. •Fix crash in Epic’s Soul demo when adding grapher metrics in Adreno Profiler. •Add processor selection in Renderscript, to measure GPU and CPU execution times and choose the fastest processor for a given kernel to execute. •If a texture is changed in a shared context and the texture is bound or rebound in the current context, then update texture samplers to ensure the changes are visible in the current context, in accordance with Rule 4, section D.3.3 of the OpenGL® ES 3.0 spec. •Fast clear is not compatible with stencil mask, so disable it when stencil mask is enabled. •Allow glBlitFramebuffer() to blit within the default framebuffer if color buffers are for different surfaces. •Do not kill the application in case of GPU reset. •Fix problems with some uniforms in override programs not being set correctly by Adreno Profiler. •Fix handling of GL_RED, GL_RED_INTEGER, GL_RG, and GL_RG_INTEGER texture formats in Adreno Profiler. •Add GL3 constant names to token descriptions in Adreno Profiler. •Fix an Adreno Profiler crash exposed by a change to the way text rendering is implemented in the Android UI framework. •Change Adreno Profiler metric timestamps from milliseconds to microseconds to provide better data for per-rendercall metrics. •Fix a crash when Adreno Profiler is collecting scrubber metrics from a GLES3 app with occlusion querying. •Fix intermittent Adreno Profiler connection timeouts. •Fix intermittent Adreno Profiler disconnects while capturing. •Fix beginning-of-race crash in Asphalt 8.
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| Los siguientes 6 usuarios han agradecido a evogp su comentario: | ||
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#22
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#23
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pero con que es el problema o sea en donde tienen problema
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#24
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El problema era que en juegos que se utilizaba mucha gráfica, ej. Asphalt desaparecía el coche.
Otro problema, les causaban reinicios... Esto fué en la primera actualización, Me imagino que esos errores se han ido modificando con el tiempo. Y esto solo ha sido un consejo... |
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#25
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Changelog:
•Increase the maximum available number of uniform vectors from 251 to 256 for vertex shaders and from 221 to 224 for fragment shaders. •Fix possible lost nodes in GLSL preprocessor symbol table. Under certain conditions, using the #undef directive in a shader could cause other, unrelated symbols to be lost. This fixes a shader issue in The Amazing Spider-Man game from Gameloft. •Fix RBOs with no allocated storage to correctly report a zero sample count. •Fix potential crash when multiple GL contexts are rendering to the same EGL surface and the EGL surface is unmapped. This fixes a possible crash while running Google’s Compatibility Test Suite. •Fix crash in Epic’s Soul demo when adding grapher metrics in Adreno Profiler. •Add processor selection in Renderscript, to measure GPU and CPU execution times and choose the fastest processor for a given kernel to execute. •If a texture is changed in a shared context and the texture is bound or rebound in the current context, then update texture samplers to ensure the changes are visible in the current context, in accordance with Rule 4, section D.3.3 of the OpenGL® ES 3.0 spec. •Fast clear is not compatible with stencil mask, so disable it when stencil mask is enabled. •Allow glBlitFramebuffer() to blit within the default framebuffer if color buffers are for different surfaces. •Do not kill the application in case of GPU reset. •Fix problems with some uniforms in override programs not being set correctly by Adreno Profiler. •Fix handling of GL_RED, GL_RED_INTEGER, GL_RG, and GL_RG_INTEGER texture formats in Adreno Profiler. •Add GL3 constant names to token descriptions in Adreno Profiler. •Fix an Adreno Profiler crash exposed by a change to the way text rendering is implemented in the Android UI framework. •Change Adreno Profiler metric timestamps from milliseconds to microseconds to provide better data for per-rendercall metrics. •Fix a crash when Adreno Profiler is collecting scrubber metrics from a GLES3 app with occlusion querying. •Fix intermittent Adreno Profiler connection timeouts. •Fix intermittent Adreno Profiler disconnects while capturing. •Fix beginning-of-race crash in Asphalt 8. ![]()
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#26
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Actualizado a la versión mas reciente: 17 de abril
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| Los siguientes 3 usuarios han agradecido a jordi.id96 su comentario: | ||
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#27
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Dios! que pedazo de actualizacion corrigiendo bugs!
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#29
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Funciona en cm11?Alguien la a probado?
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Miembro del dead team
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#30
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#31
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Última edición por jordi.id96 Día 21/04/14 a las 21:54:52. |
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#32
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Miembro del dead team
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#36
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Yo los estoy usando y de momento me van bien
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Prueba las cosas, no dejes que te lo cuenten
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#38
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Los he quitado... Ayer me salieron varios mensajes de reportar errores relacionados con hammerhead, que supongo que están relacionado con los drivers.
EDITO: El lag que tenía en el escritorio ha desaparecido con el cambio..
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Prueba las cosas, no dejes que te lo cuenten
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#40
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Pues nada, ha vuelto así que va a ser problema del kernel y no de los drivers.
Eso sí, desde que regresé a los stock no me ha salido ningún mensaje de reporte
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Prueba las cosas, no dejes que te lo cuenten
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Estás aquí
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