Validation warning! - Sampler value texMap has not been set Topic is solved

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sercero
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Validation warning! - Sampler value texMap has not been set

Post by sercero »

Ogre Version: :1.12.9:
Operating System: :Windows 10 Pro 2004:
Render System: :OpenGL, OpenGL3+:

Hello, I am having a problem with this very simple GLSL shaders in OpenGL

Code: Select all

Ogre.log (optional)
16:32:49: Creating resource group General
16:32:49: Creating resource group OgreInternal
16:32:49: Creating resource group OgreAutodetect
16:32:49: SceneManagerFactory for type 'DefaultSceneManager' registered.
16:32:49: Registering ResourceManager for type Material
16:32:49: Registering ResourceManager for type Mesh
16:32:49: Registering ResourceManager for type Skeleton
16:32:49: MovableObjectFactory for type 'ParticleSystem' registered.
16:32:49: ArchiveFactory for archive type FileSystem registered.
16:32:49: ArchiveFactory for archive type Zip registered.
16:32:49: ArchiveFactory for archive type EmbeddedZip registered.
16:32:49: DDS codec registering
16:32:49: ETC codec registering
16:32:49: ASTC codec registering
16:32:49: Registering ResourceManager for type HighLevelGpuProgram
16:32:49: Registering ResourceManager for type Compositor
16:32:49: MovableObjectFactory for type 'Entity' registered.
16:32:49: MovableObjectFactory for type 'Light' registered.
16:32:49: MovableObjectFactory for type 'BillboardSet' registered.
16:32:49: MovableObjectFactory for type 'ManualObject' registered.
16:32:49: MovableObjectFactory for type 'BillboardChain' registered.
16:32:49: MovableObjectFactory for type 'RibbonTrail' registered.
16:32:49: Loading library D:/OGRE2/Built/ogre-1.12.9/bin\RenderSystem_GL.dll
16:32:49: Installing plugin: GL RenderSystem
16:32:49: OpenGL Rendering Subsystem created.
16:32:50: Plugin successfully installed
16:32:50: Loading library D:/OGRE2/Built/ogre-1.12.9/bin\Codec_STBI.dll
16:32:50: stb_image - v2.23 - public domain image loader
16:32:50: Supported formats: jpeg,jpg,png,bmp,psd,tga,gif,pic,ppm,pgm,hdr
16:32:50: *-*-* OGRE Initialising
16:32:50: *-*-* Version 1.12.9 (Rhagorthua)
16:32:50: Creating resource group Essential
16:32:50: Added resource location 'D:\OGRE\media\packs\SdkTrays.zip' of type 'Zip' to resource group 'Essential'
16:32:50: Added resource location 'D:\MyGUI\Built\mygui-ogre_rendering\Media\Common\Scene' of type 'FileSystem' to resource group 'General'
16:32:50: CPU Identifier & Features
16:32:50: -------------------------
16:32:50:  *   CPU ID: AuthenticAMD: AMD Ryzen 5 3400G with Radeon Vega Graphics
16:32:50:  *          SSE: yes
16:32:50:  *         SSE2: yes
16:32:50:  *         SSE3: yes
16:32:50:  *        SSE41: no
16:32:50:  *        SSE42: no
16:32:50:  *          MMX: yes
16:32:50:  *       MMXEXT: yes
16:32:50:  *        3DNOW: no
16:32:50:  *     3DNOWEXT: no
16:32:50:  *         CMOV: yes
16:32:50:  *          TSC: yes
16:32:50:  *INVARIANT TSC: yes
16:32:50:  *          FPU: yes
16:32:50:  *          PRO: yes
16:32:50:  *           HT: no
16:32:50: -------------------------
16:32:50: *** Starting Win32GL Subsystem ***
16:32:50: Registering ResourceManager for type Texture
16:32:50: RenderSystem::_createRenderWindow "MinimalOgre Render Window", 640x480 windowed  miscParams: FSAA=0 colourDepth= displayFrequency=N/A gamma=No vsync=Yes vsyncInterval=1 
16:32:50: Created Win32Window 'MinimalOgre Render Window' : 656x519, 0bpp
16:32:50: Supported WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_ARB_create_context_profile WGL_ARB_context_flush_control WGL_NV_DX_interop WGL_ARB_create_context_no_error WGL_NV_DX_interop2 WGL_NV_float_buffer
16:32:50: GL_VERSION = 4.6.13596.0
16:32:50: GL_VENDOR = ATI Technologies Inc.
16:32:50: GL_RENDERER = AMD Radeon(TM) RX Vega 11 Graphics
16:32:50: GL_EXTENSIONS = GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_half_float_fetch GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_occlusion_query_event GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_sparse_texture_pool GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_shader_atomic_int64 GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
16:32:50: ***************************
16:32:50: *** GL Renderer Started ***
16:32:50: ***************************
16:32:50: Registering ResourceManager for type GpuProgram
16:32:50: GLSL support detected
16:32:50: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
16:32:50: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_A8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_R8G8B8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_DEPTH16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:50: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:51: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:51: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:51: FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:51: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:51: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:51: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
16:32:51: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_BYTE_LA PF_R5G6B5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_A8B8G8R8 PF_B8G8R8A8 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_R8G8B8A8 PF_DEPTH16 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB 
16:32:51: RenderSystem capabilities
16:32:51: -------------------------
16:32:51: RenderSystem Name: OpenGL Rendering Subsystem
16:32:51: GPU Vendor: amd
16:32:51: Device Name: AMD Radeon(TM) RX Vega 11 Graphics
16:32:51: Driver Version: 4.6.13596.0
16:32:51:  * Fixed function pipeline: yes
16:32:51:  * 32-bit index buffers: yes
16:32:51:  * Hardware stencil buffer: yes
16:32:51:    - Stencil depth: 8
16:32:51:    - Two sided stencil support: yes
16:32:51:    - Wrap stencil values: yes
16:32:51:  * Vertex programs: yes
16:32:51:    - Number of floating-point constants: 256
16:32:51:    - Number of integer constants: 0
16:32:51:    - Number of boolean constants: 0
16:32:51:  * Fragment programs: yes
16:32:51:    - Number of floating-point constants: 256
16:32:51:    - Number of integer constants: 0
16:32:51:    - Number of boolean constants: 0
16:32:51:  * Geometry programs: yes
16:32:51:    - Number of floating-point constants: 16384
16:32:51:    - Number of integer constants: 0
16:32:51:    - Number of boolean constants: 0
16:32:51:  * Tessellation Hull programs: no
16:32:51:  * Tessellation Domain programs: no
16:32:51:  * Compute programs: no
16:32:51:  * Supported Shader Profiles: arbfp1 arbvp1 glsl glsl100 glsl110 glsl120 ps_1_1 ps_1_2 ps_1_3 ps_1_4
16:32:51:  * Read-back compiled shader: yes
16:32:51:  * Number of vertex attributes: 29
16:32:51:  * Textures
16:32:51:    - Number of texture units: 16
16:32:51:    - Floating point: yes
16:32:51:    - Non-power-of-two: yes
16:32:51:    - 1D textures: yes
16:32:51:    - 2D array textures: yes
16:32:51:    - 3D textures: yes
16:32:51:    - Anisotropic filtering: yes
16:32:51:  * Texture Compression: yes
16:32:51:    - DXT: yes
16:32:51:    - VTC: no
16:32:51:    - PVRTC: no
16:32:51:    - ATC: no
16:32:51:    - ETC1: no
16:32:51:    - ETC2: no
16:32:51:    - BC4/BC5: no
16:32:51:    - BC6H/BC7: no
16:32:51:    - ASTC: no
16:32:51:    - Mipmaps for compressed formats: yes
16:32:51:  * Vertex Buffers
16:32:51:    - VET_UBYTE4 element type: yes
16:32:51:    - Render to Vertex Buffer: no
16:32:51:    - Instance Data: yes
16:32:51:    - Primitive Restart: no
16:32:51:  * Vertex texture fetch: yes
16:32:51:    - Max vertex textures: 32
16:32:51:    - Vertex textures shared: yes
16:32:51:  * Read/Write Buffers: no
16:32:51:  * Hardware Occlusion Query: yes
16:32:51:  * User clip planes: yes
16:32:51:  * Infinite far plane projection: yes
16:32:51:  * Hardware render-to-texture: yes
16:32:51:    - Multiple Render Targets: 8
16:32:51:    - With different bit depths: yes
16:32:51:  * Point Sprites: yes
16:32:51:    - Extended parameters: yes
16:32:51:    - Max Size: 8192
16:32:51:  * Wide Lines: yes
16:32:51:  * Hardware Gamma: yes
16:32:51:  * PBuffer support: yes
16:32:51:  * Vertex Array Objects: no
16:32:51:  * Separate shader objects: no
16:32:51:    - redeclare GLSL interface block: no
16:32:51:  * Debugging/ profiling events: no
16:32:51:  * Map buffer storage: yes
16:32:51: DefaultWorkQueue('Root') initialising on thread 1.
16:32:51: Particle Renderer Type 'billboard' registered
16:32:51: DefaultWorkQueue('Root')::WorkerFunc - thread 2 starting.
16:32:51: Parsing scripts for resource group Essential
16:32:51: DefaultWorkQueue('Root')::WorkerFunc - thread 3 starting.
16:32:51: Parsing script SdkTrays.material
16:32:51: Finished parsing scripts for resource group Essential
16:32:51: Creating resources for group Essential
16:32:51: All done
16:32:51: Parsing scripts for resource group General
16:32:51: Parsing script Ground.material
16:32:51: Parsing script Mikki.material
16:32:51: Parsing script Robot.material
16:32:51: Finished parsing scripts for resource group General
16:32:51: Creating resources for group General
16:32:51: All done
16:32:51: Parsing scripts for resource group OgreAutodetect
16:32:51: Finished parsing scripts for resource group OgreAutodetect
16:32:51: Creating resources for group OgreAutodetect
16:32:51: All done
16:32:51: Parsing scripts for resource group OgreInternal
16:32:51: Finished parsing scripts for resource group OgreInternal
16:32:51: Creating resources for group OgreInternal
16:32:51: All done
16:32:51: Mesh: Loading Robot.mesh.
16:32:51: Warning: Robot.mesh uses an old format [MeshSerializer_v1.40]; upgrade with the OgreMeshUpgrader tool
16:32:51: Texture 'Robot_white_dif.png': Loading 1 faces(PF_B8G8R8,512x512x1) with 5 hardware generated mipmaps from Image. Internal format is PF_B8G8R8,512x512x1.
16:32:51: *** Initializing OIS ***
16:32:51: AmbientOneTextureGLSL
DiffuseOneTextureGLSL
 GLSL link result : 
Validation warning! - Sampler value texMap has not been set.
Validation successful.

16:32:51: Error prior to using GLSL Program Object : GL_INVALID_OPERATION
Validation successful.

16:32:51: Error prior to using GLSL Program Object : GL_INVALID_OPERATION
Validation successful.

16:32:51: Error prior to using GLSL Program Object : GL_INVALID_OPERATION
Validation successful.

[...]

16:32:51: DefaultWorkQueue('Root') shutting down on thread 1.
16:32:51: DefaultWorkQueue('Root')::WorkerFunc - thread 3 stopped.
16:32:51: DefaultWorkQueue('Root')::WorkerFunc - thread 2 stopped.
16:32:51: *-*-* OGRE Shutdown
16:32:51: Unregistering ResourceManager for type Compositor
16:32:51: Unloading library D:/OGRE2/Built/ogre-1.12.9/bin\Codec_STBI
16:32:51: Uninstalling plugin: GL RenderSystem
16:32:51: Unregistering ResourceManager for type GpuProgram
16:32:51: *** Stopping Win32GL Subsystem ***
16:32:51: Unregistering ResourceManager for type Texture
16:32:51: Plugin successfully uninstalled
16:32:51: Unloading library D:/OGRE2/Built/ogre-1.12.9/bin\RenderSystem_GL
16:32:51: Unregistering ResourceManager for type Skeleton
16:32:51: Unregistering ResourceManager for type Mesh
16:32:51: Unregistering ResourceManager for type HighLevelGpuProgram
16:32:51: Unregistering ResourceManager for type Material
The material:

Code: Select all

# Robot.material

vertex_program AmbientOneTextureHLSL hlsl
{
	source AmbientOneTexture.hlsl
	entry_point ambientOneTexture_vp
	target vs_2_0
}

fragment_program DiffuseOneTextureHLSL hlsl
{
	source DiffuseOneTexture.hlsl
	entry_point diffuseOneTexture_fp
	target ps_2_0
}

vertex_program AmbientOneTextureGLSL glsl
{
	source AmbientOneTexture.glsl
}

fragment_program DiffuseOneTextureGLSL glsl
{
	source DiffuseOneTexture.glsl

	default_params
	{
		param_named texMap int 0
	}

	//Validation warning! - Sampler value texMap has not been set
}

// Unified definition
vertex_program AmbientOneTexture unified
{
	delegate AmbientOneTextureHLSL
	delegate AmbientOneTextureGLSL
}

fragment_program DiffuseOneTexture unified
{
	delegate DiffuseOneTextureHLSL
	delegate DiffuseOneTextureGLSL
}

material Robot
{
	//technique HLSL_GLSL
	technique
	{
		pass
		{
			vertex_program_ref AmbientOneTexture
			{
				param_named_auto worldViewProj worldviewproj_matrix
				param_named ambient float4 0.6 0.6 0.6 1
			}
			
			fragment_program_ref DiffuseOneTexture
			{
				param_named diffuse float4 0.6 0.6 0.6 1
			}
	  
			texture_unit
			{
				texture Robot_white_dif.png
			}
		}
	}
}
Vertex Shader:

Code: Select all

# AmbientOneTexture.glsl

#version 120

uniform vec4 ambient;
uniform mat4 worldViewProj;

attribute vec4 position;
attribute vec4 uv0;

varying vec4 gl_Position;
varying vec4 colour;
varying vec4 ambientUV;

/* Basic ambient lighting vertex program for GLSL */
void main()
{
	gl_Position = worldViewProj * position;
	colour = ambient;
	ambientUV = uv0;
}
Fragment Shader:

Code: Select all

# DiffuseOneTexture.glsl

#version 120

uniform sampler2D texMap;

uniform vec4 diffuse;
varying vec2 uv;

//varying vec4 gl_FragColor;

/* Basic fragment program using texture and diffuse colour. */
void main()
{
	gl_FragColor = texture2D(texMap, uv) * diffuse;
}
I am not including the HLSL shaders since they work well in DirectX9 and 11.

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

looks correct to me. Do you use OGRE_CONFIG_ENABLE_GL_STATE_CACHE_SUPPORT? And does it also happen with the SampleBrowser and any of the shipped materials?

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

Hello @paroj,

Thanks for looking into this.

Code: Select all

# CMakeCache.txt:

//Enable OpenGL state cache management
OGRE_CONFIG_ENABLE_GL_STATE_CACHE_SUPPORT:BOOL=OFF
I have recently made the following change and now it works in OpenGL3+:

Code: Select all

#version 120

uniform sampler2D texMap;

uniform vec4 diffuse;
varying vec4 ambientUV;

/* Basic fragment program using texture and diffuse colour. */
void main()
{
	gl_FragColor = texture2D(texMap, ambientUV.xy) * diffuse;
}
That is, named the UV input the same as the output from the vertex shader, because in one of the tests I made there was an error regarding that.

What I found out is that the problem might not be with the Sampler not being set, but something else. And the shader compiler is pointing to the wrong place.

Another thing, these shaders are from the OGRE example materials from OGRE 1.11.6.

Code: Select all

D:\OGRE2\Sources\ogre-1.11.6\Samples\Media\materials\programs\GLSL120\AmbientOneTextureWithUV.glsl
D:\OGRE2\Sources\ogre-1.11.6\Samples\Media\materials\programs\GLSL120\DiffuseOneTexture.glsl
Folder GLSL in OGRE 1.12.9.

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

ah.. missed that one. However the driver warning is indeed very misleading.

In OpenGL varyings are matched by name, so that one is an error. Unless, you are using separate shader objects (GL3+ setting) - then they are matched by order.

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

@paroj there is something else here...

Might be an OGRE bug.

I tried using the RTSS with OpenGL3+ Rendersystem and I got the same message:

Code: Select all

 GLSL validation result : 
Validation warning! - Sampler value gTextureSampler0 has not been set.
Validation successful.
The thing is that despite the error the sampler is being set somehow because the texture is showing.

In OpenGL3+ there is no problem because you get that warning and thats it.

The problem is with OpenGL, because after the warning you get this message:

Code: Select all

12:24:34: Error prior to using GLSL Program Object : GL_INVALID_OPERATION
Validation successful.
[...]
And that message is repeated for every frame I think, the FPS drop significantly (I guess because of all the logging).

I got a 1MB Ogre.log file in just a few seconds.

This happened with the SampleBrowser as well, tried the BumbMapping demo, but I guess that any demo that uses shaders with OpenGL is going to have this problem.

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

sercero wrote:
Sun Nov 22, 2020 4:32 pm
This happened with the SampleBrowser as well, tried the BumbMapping demo, but I guess that any demo that uses shaders with OpenGL is going to have this problem.
Is starting the sample enough, or do you have to change some settings?

The shader is probably working regardless of any issues, as variables in GLSL are default initialised to 0, which means "use the first texture" for a sampler.

Anyway.. getting the same error in GL3+ is good, because that one is more debuggable. Try setting these to 1 which should guide you to the location of the initial error as well as producing some debug output by the driver:
https://github.com/OGRECave/ogre/blob/c ... #L101-L102

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

Anyway.. getting the same error in GL3+ is good, because that one is more debuggable. Try setting these to 1 which should guide you to the location of the initial error as well as producing some debug output by the driver:
https://github.com/OGRECave/ogre/blob/c ... #L101-L102
I will try that.

Do you know by chance why this code does not set the sampler?

Code: Select all

shaderInfo->fragmentProgram = Ogre::HighLevelGpuProgramManager::getSingleton().createProgram(
	_fragmentProgramFile,
	OgreDataManager::getInstance().getGroup(),
	shaderLanguage,
	Ogre::GPT_FRAGMENT_PROGRAM);
shaderInfo->fragmentProgram->setSourceFile(_fragmentProgramFile);
shaderInfo->fragmentProgram->setParameter("target", "ps_3_0");
shaderInfo->fragmentProgram->setParameter("entry_point", "main");
shaderInfo->fragmentProgram->getDefaultParameters()->setNamedConstant("sampleTexture", 0);
shaderInfo->fragmentProgram->load();
It throws an exception saying that the "sampleTexture" does not exist in the shader.

Here is the shader code:

Code: Select all

void main(
	uniform sampler2D sampleTexture : register(s0),
	in float4 inPosition : POSITION,
	in float4 inColor : TEXCOORD0,
	in float2 inTexcoord : TEXCOORD1,
	out float4 Out : COLOR )
{
	Out = tex2D(sampleTexture, inTexcoord) * inColor;
}
Thanks.

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

you cannot set a sampler in HLSL like that. It is hardcoded in the shader to 0 by ": register(s0)".

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

@paroj, I have modified the sources to set:
https://github.com/OGRECave/ogre/blob/c ... #L101-L102

Code: Select all

#define ENABLE_GL_CHECK 1
#define ENABLE_GL_DEBUG_OUTPUT 1
After recompilation I have a new version of RenderSystem_GL3Plus.dll.

The problem is that I am getting the same warning, no new information:

Code: Select all

16:42:11: AmbientOneTextureGLSL
DiffuseOneTextureGLSL
 GLSL link result : 
Validation warning! - Sampler value texMap has not been set.
Validation successful.
There are now new error messages, but when Ogre shuts down:

Code: Select all

16:42:17: DefaultWorkQueue('Root') shutting down on thread 1.
16:42:17: DefaultWorkQueue('Root')::WorkerFunc - thread 2 stopped.
16:42:17: DefaultWorkQueue('Root')::WorkerFunc - thread 2 stopped.
16:42:17: DefaultWorkQueue('Root')::WorkerFunc - thread 3 stopped.
16:42:17: OpenGL error 0x0502 GL_INVALID_OPERATION in virtual void Ogre::GLSLShader::unloadHighLevelImpl() at line 467 for glDeleteShader
16:42:17: OpenGL error 0x0502 GL_INVALID_OPERATION in virtual Ogre::GLSLMonolithicProgram::~GLSLMonolithicProgram() at line 49 for glDeleteProgram
16:42:17: OpenGL error 0x0502 GL_INVALID_OPERATION in virtual void Ogre::GLSLShader::unloadHighLevelImpl() at line 467 for glDeleteShader
16:42:17: OpenGL error 0x0502 GL_INVALID_OPERATION in virtual Ogre::GLSLMonolithicProgram::~GLSLMonolithicProgram() at line 49 for glDeleteProgram
16:42:17: OpenGL error 0x0502 GL_INVALID_OPERATION in virtual void Ogre::GLSLShader::unloadHighLevelImpl() at line 467 for glDeleteShader
16:42:17: *-*-* OGRE Shutdown
16:42:17: Unregistering ResourceManager for type Compositor
16:42:17: Unloading library .\Codec_STBI
16:42:17: Uninstalling plugin: GL 3+ RenderSystem
16:42:17: Unregistering ResourceManager for type GpuProgram
16:42:17: Unregistering ResourceManager for type Texture
16:42:17: *** Stopping Win32GL Subsystem ***
16:42:17: Plugin successfully uninstalled
16:42:17: Unloading library .\RenderSystem_GL3Plus
16:42:17: Unregistering ResourceManager for type Skeleton
16:42:17: Unregistering ResourceManager for type Mesh
16:42:17: Unregistering ResourceManager for type HighLevelGpuProgram
16:42:17: Unregistering ResourceManager for type Material

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

before we put more effort into this, lets check the obvious: are your GPU drivers up to date? This might be a bug in the AMD drivers.

Then, do you only get this error for specific materials or for all materials? With GL3+ all materials use shaders and all shaders using textures should be affected.

Finally, we could just reduce the logging verbosity in GL to the GL3+ level as a workaround.

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

Hello @paroj,
before we put more effort into this, lets check the obvious: are your GPU drivers up to date? This might be a bug in the AMD drivers.
From one of your previous suggestions I upgraded the AMD drivers to the latest version:

Code: Select all

Driver Version:			27.20.14501.18003
AMD Driver Package Version:	20.45.01.18-201113a-361134C-RadeonSoftwareAdrenalin2020
AMD Crimson Driver Version:	20.11.2
Driver Date:			12-Nov-2020
Then, do you only get this error for specific materials or for all materials? With GL3+ all materials use shaders and all shaders using textures should be affected.
I got this error with the Normal Map materials from the Samples (Using the Sample Browser), also with the very simple and basic shader from the first post and also with simple shaders from MyGUI (where I first noted the problem).

The first time I encountered this problem was with MyGUI and I assumed it was a problem with the library, but then trying to solve it I went to create a program without MyGUI and a simple cube with the simple material and still seeing the message was what caused me to suspect OGRE or something with my setup.
Finally, we could just reduce the logging verbosity in GL to the GL3+ level as a workaround.
That workaround for OpenGL would compensate for the FPS drop due to all the error messages.

I have yet to try in Linux, (but a different computer, a laptop) to see if the message manifests with these shaders.

I think you can reproduce the problem (if it is an OGRE bug) very easily with the materials provided in the first post, it is just a shader that applies a texture.

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

sercero wrote:
Tue Nov 24, 2020 1:32 pm
I got this error with the Normal Map materials from the Samples (Using the Sample Browser),
ok, lets continue with that. Is starting the sample enough, or should I switch mesh & material (each mesh uses different materials). If so which mesh/ material combination does trigger the message?

I tried attaching "nvidia nsight graphics" to the samplebrowser on linux and got no warnings in that sample. Also the GL command stream looked fine as in setting the sampler.
You might want to try renderdoc on windows or whatever AMD is offering.

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

It was enough to just load the sample.

The "video card" I'm using is the Radeon Vega integrated into the Ryzen 5 processor so it is probably the culprit.

I will try to learn and use Renderdoc to see if I can get more information about this.

Thanks.

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

Hello @paroj, I have used a program called GLIntercept: https://github.com/dtrebilco/glintercept

Here are the logs generated by the program and the Ogre.log.

It seems that the problem is with the following function: glTexEnvi()

It also says that there is a problem with the texture image format:

Code: Select all

GL ERROR - Function glTexEnvi generated error GL_INVALID_OPERATION
ImageSaveManager::GetBaseTextureFormat - Unknown texture image format 0x8818 - using RGBA8
NOTE: the shaders are the ones from the first post.
Attachments
gliLog-OpenGL.zip
gliLog.txt - Rendersystem: OpenGL
(569 Bytes) Downloaded 1 time
gliInterceptLog-OpenGL.zip
gliInterceptLog.txt - Rendersystem: OpenGL
(23.75 KiB) Downloaded 1 time
Ogre-OpenGL.zip
Ogre.log - Rendersystem: OpenGL
(5.15 KiB) Downloaded 1 time

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

gliLog makes no sense to me, but gliInterceptLog is actually very insightful. It seems GLRenderSystem::_setPointSpritesEnabled generates the errors when trying to configure point sprites for texture units 8-15 (while everything is fine for units 0-8)
Not sure what is going on there as this is old code and we do query the correct mFixedFunctionTextureUnits.

Anyway this does not explain why the GL_INVALID_OPERATION on GL3+, as it does not use glTexEnvi.

meanwhile it should be safe to do this to prevent log spamming:
https://github.com/OGRECave/ogre/pull/1 ... 00c99ea89c

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

@paroj, thanks for taking a look at this.
gliLog makes no sense to me
I think that gliLog is a summary of the errors that GLIntercept has found.
Anyway this does not explain why the GL_INVALID_OPERATION on GL3+, as it does not use glTexEnvi.
These logs are from the OpenGL Rendersystem, not OpenGL3+.

I am uploading the OpenGL3+ logs in this post, there does not seem to have errors in it, every glGetError() command returns with GL_NO_ERROR.
GLIntercept has existed since 2003 and was mainly designed as an OpenGL 1.0-2.1 debugger. So while basic function logging should work on all OpenGL versions, the more advanced features listed below may or may not work in OpenGL 3.0+. (especially when using a core OpenGL profile)
GLIntercept might not be so useful for OpenGL3+.
Attachments
gliLog-OpenGL3+.zip
gliLog.txt - Rendersystem: OpenGL3+
(420 Bytes) Not downloaded yet
gliInterceptLog-OpenGL3+.zip
gliInterceptLog.txt - Rendersystem: OpenGL3+
(18.63 KiB) Downloaded 1 time
Ogre-OpenGL3+.zip
Ogre.log - Rendersystem: OpenGL3+
(5.38 KiB) Downloaded 1 time

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

yeah, you probably need renderdoc for GL3+. I just tried running that myself on windows, as I read that this might be windows specific. But still no errors.

However, for it to work I had to change context creation a bit. So if you want to give it a go, you will need this patch:
https://github.com/OGRECave/ogre/pull/1794

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Re: Validation warning! - Sampler value texMap has not been set

Post by sercero »

@paroj, have you tried in Windows both OpenGL and OpenGL3+?

You don't get the message?

Code: Select all

Validation warning! - Sampler value texMap has not been set

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Re: Validation warning! - Sampler value texMap has not been set

Post by paroj »

no, I dont get any warnings on Linux nor on Windows with Nvidia or on Linux/ Intel. Therefore I think this is an AMD/ Windows thing.

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