[2.1] OpenGL3+ plugin stalls when shuting down

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Kinslore
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Posts: 18
Joined: Sun Jul 26, 2015 8:55 pm

[2.1] OpenGL3+ plugin stalls when shuting down

Post by Kinslore » Sat Aug 15, 2015 4:10 pm

Hey !

I have a little program building geometry (tiles for a terrain) from code. Everything seems to work fine, as I used the example for CustomRenderable and DynamicMesh. I have the tiles poping perfectly, the material (thanks again for the HLMS) set, and so on.

However, I have a strange problem I have been struggling with for days. In fact, when I shutdown the program, for some reason the OpenGL plugin seems to process something... Indefinetly. I have to close manualy the command prompt.

Before posting I did some tests, and here are the results :

- The tiles are planes using up to 256x256 vertices (to keep in bounds the 16bits index values). When I load one tile, up to 128x128 vertices, the plugin unloads fine, but when I try 256x256, it stops...

- Tiles are placed in a grid. If I use more 128x128 tiles than one, again it stops when it has to exit. With the same grid config, if I use 16x16 tiles, it just stops fine.

- D3D11 has no problem at all.

Maybe it has something to do with the buffers sizes ? I checked my buffer generation and I think I have no error with what I give to Ogre.

When debugging, i couldn't track after that line during shutdown :

Code: Select all

// OgreGL3PlusPlugin l.66
OGRE_DELETE mRenderSystem;
The command prompt then comes in front and seems to process something.

Here is the log, if it can help :

Code: Select all

17:04:11: Creating resource group General
17:04:11: Creating resource group Internal
17:04:11: Creating resource group Autodetect
17:04:11: SceneManagerFactory for type 'DefaultSceneManager' registered.
17:04:11: Registering ResourceManager for type Material
17:04:11: Registering ResourceManager for type Mesh
17:04:11: Registering ResourceManager for type Mesh2
17:04:11: Registering ResourceManager for type OldSkeleton
17:04:11: MovableObjectFactory for type 'ParticleSystem' registered.
17:04:11: ArchiveFactory for archive type FileSystem registered.
17:04:11: ArchiveFactory for archive type Zip registered.
17:04:11: ArchiveFactory for archive type EmbeddedZip registered.
17:04:11: DDS codec registering
17:04:11: FreeImage version: 3.15.3
17:04:11: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
17:04:11: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic
17:04:11: ETC codec registering
17:04:11: Registering ResourceManager for type HighLevelGpuProgram
17:04:11: MovableObjectFactory for type 'Entity' registered.
17:04:11: MovableObjectFactory for type 'Item' registered.
17:04:11: MovableObjectFactory for type 'Light' registered.
17:04:11: MovableObjectFactory for type 'BillboardSet' registered.
17:04:11: MovableObjectFactory for type 'ManualObject2' registered.
17:04:11: MovableObjectFactory for type 'BillboardChain' registered.
17:04:11: MovableObjectFactory for type 'RibbonTrail' registered.
17:04:11: Loading library ./../../../../../Built/bin/debug\RenderSystem_Direct3D11_d
17:04:11: Installing plugin: D3D11 RenderSystem
17:04:11: D3D11 : Direct3D11 Rendering Subsystem created.
17:04:11: D3D11: Driver Detection Starts
17:04:11: D3D11: Driver Detection Ends
17:04:11: Plugin successfully installed
17:04:11: Loading library ./../../../../../Built/bin/debug\RenderSystem_GL3Plus_d
17:04:11: Installing plugin: GL 3+ RenderSystem
17:04:11: OpenGL 3+ Rendering Subsystem created.
17:04:11: Plugin successfully installed
17:04:11: *-*-* OGRE Initialising
17:04:11: *-*-* Version 2.1.0unstable (Tindalos)
17:04:11: D3D11 : RenderSystem Option: Allow NVPerfHUD = No
17:04:11: D3D11 : RenderSystem Option: Backbuffer Count = Auto
17:04:11: D3D11 : RenderSystem Option: Driver type = Hardware
17:04:11: D3D11 : RenderSystem Option: FSAA = 1
17:04:11: D3D11 : RenderSystem Option: Floating-point mode = Fastest
17:04:11: D3D11 : RenderSystem Option: Full Screen = No
17:04:11: D3D11 : RenderSystem Option: Information Queue Exceptions Bottom Level = Info (exception on any message)
17:04:11: D3D11 : RenderSystem Option: Max Requested Feature Levels = 11.0
17:04:11: D3D11 : RenderSystem Option: Min Requested Feature Levels = 9.1
17:04:11: D3D11 : RenderSystem Option: Rendering Device = AMD Radeon HD 6470M
17:04:11: D3D11 : RenderSystem Option: VSync = No
17:04:11: D3D11 : RenderSystem Option: VSync Interval = 1
17:04:11: D3D11 : RenderSystem Option: Video Mode = 1280 x 720 @ 32-bit colour
17:04:11: D3D11 : RenderSystem Option: sRGB Gamma Conversion = No
17:04:16: D3D11 : Shutting down cleanly.
17:04:16: CPU Identifier & Features
17:04:16: -------------------------
17:04:16:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5-2520M CPU @ 2.50GHz
17:04:16:  *   Logical cores: 4
17:04:16:  *      SSE: yes
17:04:16:  *     SSE2: yes
17:04:16:  *     SSE3: yes
17:04:16:  *      MMX: yes
17:04:16:  *   MMXEXT: yes
17:04:16:  *    3DNOW: no
17:04:16:  * 3DNOWEXT: no
17:04:16:  *     CMOV: yes
17:04:16:  *      TSC: yes
17:04:16:  *      FPU: yes
17:04:16:  *      PRO: yes
17:04:16:  *       HT: no
17:04:16: -------------------------
17:04:16: *** Starting Win32GL Subsystem ***
17:04:16: GL3PlusRenderSystem::_createRenderWindow "WorldBuilder", 1280x768 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 displayFrequency=0 gamma=true vsync=false vsyncInterval=1 
17:04:16: Created Win32Window 'WorldBuilder' : 1296x806, 32bpp
17:04:16: GL_VERSION = 3.3.0.0
17:04:16: GL_VENDOR = ATI Technologies Inc.
17:04:16: GL_RENDERER = AMD Radeon HD 6470M
17:04:16: GL_EXTENSIONS = 
17:04:16: GL_AMDX_debug_output
17:04:16: GL_AMDX_vertex_shader_tessellator
17:04:16: GL_AMD_conservative_depth
17:04:16: GL_AMD_debug_output
17:04:16: GL_AMD_depth_clamp_separate
17:04:16: GL_AMD_draw_buffers_blend
17:04:16: GL_AMD_multi_draw_indirect
17:04:16: GL_AMD_name_gen_delete
17:04:16: GL_AMD_performance_monitor
17:04:16: GL_AMD_pinned_memory
17:04:16: GL_AMD_query_buffer_object
17:04:16: GL_AMD_sample_positions
17:04:16: GL_AMD_seamless_cubemap_per_texture
17:04:16: GL_AMD_shader_stencil_export
17:04:16: GL_AMD_shader_trace
17:04:16: GL_AMD_texture_cube_map_array
17:04:16: GL_AMD_texture_texture4
17:04:16: GL_AMD_transform_feedback3_lines_triangles
17:04:16: GL_AMD_vertex_shader_layer
17:04:16: GL_AMD_vertex_shader_tessellator
17:04:16: GL_AMD_vertex_shader_viewport_index
17:04:16: GL_ARB_ES2_compatibility
17:04:16: GL_ARB_ES3_compatibility
17:04:16: GL_ARB_arrays_of_arrays
17:04:16: GL_ARB_base_instance
17:04:16: GL_ARB_blend_func_extended
17:04:16: GL_ARB_clear_buffer_object
17:04:16: GL_ARB_color_buffer_float
17:04:16: GL_ARB_compressed_texture_pixel_storage
17:04:16: GL_ARB_compute_shader
17:04:16: GL_ARB_conservative_depth
17:04:16: GL_ARB_copy_buffer
17:04:16: GL_ARB_copy_image
17:04:16: GL_ARB_debug_output
17:04:16: GL_ARB_depth_buffer_float
17:04:16: GL_ARB_depth_clamp
17:04:16: GL_ARB_depth_texture
17:04:16: GL_ARB_draw_buffers
17:04:16: GL_ARB_draw_buffers_blend
17:04:16: GL_ARB_draw_elements_base_vertex
17:04:16: GL_ARB_draw_indirect
17:04:16: GL_ARB_draw_instanced
17:04:16: GL_ARB_explicit_attrib_location
17:04:16: GL_ARB_explicit_uniform_location
17:04:16: GL_ARB_fragment_coord_conventions
17:04:16: GL_ARB_fragment_layer_viewport
17:04:16: GL_ARB_fragment_program
17:04:16: GL_ARB_fragment_program_shadow
17:04:16: GL_ARB_fragment_shader
17:04:16: GL_ARB_framebuffer_no_attachments
17:04:16: GL_ARB_framebuffer_object
17:04:16: GL_ARB_framebuffer_sRGB
17:04:16: GL_ARB_geometry_shader4
17:04:16: GL_ARB_get_program_binary
17:04:16: GL_ARB_gpu_shader5
17:04:16: GL_ARB_gpu_shader_fp64
17:04:16: GL_ARB_half_float_pixel
17:04:16: GL_ARB_half_float_vertex
17:04:16: GL_ARB_imaging
17:04:16: GL_ARB_instanced_arrays
17:04:16: GL_ARB_internalformat_query
17:04:16: GL_ARB_internalformat_query2
17:04:16: GL_ARB_invalidate_subdata
17:04:16: GL_ARB_map_buffer_alignment
17:04:16: GL_ARB_map_buffer_range
17:04:16: GL_ARB_multi_draw_indirect
17:04:16: GL_ARB_multisample
17:04:16: GL_ARB_multitexture
17:04:16: GL_ARB_occlusion_query
17:04:16: GL_ARB_occlusion_query2
17:04:16: GL_ARB_pixel_buffer_object
17:04:16: GL_ARB_point_parameters
17:04:16: GL_ARB_point_sprite
17:04:16: GL_ARB_program_interface_query
17:04:16: GL_ARB_provoking_vertex
17:04:16: GL_ARB_sample_shading
17:04:16: GL_ARB_sampler_objects
17:04:16: GL_ARB_seamless_cube_map
17:04:16: GL_ARB_separate_shader_objects
17:04:16: GL_ARB_shader_atomic_counters
17:04:16: GL_ARB_shader_bit_encoding
17:04:16: GL_ARB_shader_image_load_store
17:04:16: GL_ARB_shader_image_size
17:04:16: GL_ARB_shader_objects
17:04:16: GL_ARB_shader_precision
17:04:16: GL_ARB_shader_stencil_export
17:04:16: GL_ARB_shader_storage_buffer_object
17:04:16: GL_ARB_shader_subroutine
17:04:16: GL_ARB_shader_texture_lod
17:04:16: GL_ARB_shading_language_100
17:04:16: GL_ARB_shading_language_420pack
17:04:16: GL_ARB_shading_language_packing
17:04:16: GL_ARB_shadow
17:04:16: GL_ARB_shadow_ambient
17:04:16: GL_ARB_stencil_texturing
17:04:16: GL_ARB_sync
17:04:16: GL_ARB_tessellation_shader
17:04:16: GL_ARB_texture_border_clamp
17:04:16: GL_ARB_texture_buffer_object
17:04:16: GL_ARB_texture_buffer_object_rgb32
17:04:16: GL_ARB_texture_buffer_range
17:04:16: GL_ARB_texture_compression
17:04:16: GL_ARB_texture_compression_bptc
17:04:16: GL_ARB_texture_compression_rgtc
17:04:16: GL_ARB_texture_cube_map
17:04:16: GL_ARB_texture_cube_map_array
17:04:16: GL_ARB_texture_env_add
17:04:16: GL_ARB_texture_env_combine
17:04:16: GL_ARB_texture_env_crossbar
17:04:16: GL_ARB_texture_env_dot3
17:04:16: GL_ARB_texture_float
17:04:16: GL_ARB_texture_gather
17:04:16: GL_ARB_texture_mirrored_repeat
17:04:16: GL_ARB_texture_multisample
17:04:16: GL_ARB_texture_non_power_of_two
17:04:16: GL_ARB_texture_query_levels
17:04:16: GL_ARB_texture_query_lod
17:04:16: GL_ARB_texture_rectangle
17:04:16: GL_ARB_texture_rg
17:04:16: GL_ARB_texture_rgb10_a2ui
17:04:16: GL_ARB_texture_snorm
17:04:16: GL_ARB_texture_storage
17:04:16: GL_ARB_texture_storage_multisample
17:04:16: GL_ARB_texture_view
17:04:16: GL_ARB_timer_query
17:04:16: GL_ARB_transform_feedback2
17:04:16: GL_ARB_transform_feedback3
17:04:16: GL_ARB_transform_feedback_instanced
17:04:16: GL_ARB_transpose_matrix
17:04:16: GL_ARB_uniform_buffer_object
17:04:16: GL_ARB_vertex_array_bgra
17:04:16: GL_ARB_vertex_array_object
17:04:16: GL_ARB_vertex_attrib_64bit
17:04:16: GL_ARB_vertex_attrib_binding
17:04:16: GL_ARB_vertex_buffer_object
17:04:16: GL_ARB_vertex_program
17:04:16: GL_ARB_vertex_shader
17:04:16: GL_ARB_vertex_type_2_10_10_10_rev
17:04:16: GL_ARB_viewport_array
17:04:16: GL_ARB_window_pos
17:04:16: GL_ATI_draw_buffers
17:04:16: GL_ATI_envmap_bumpmap
17:04:16: GL_ATI_fragment_shader
17:04:16: GL_ATI_separate_stencil
17:04:16: GL_ATI_texture_compression_3dc
17:04:16: GL_ATI_texture_env_combine3
17:04:16: GL_ATI_texture_float
17:04:16: GL_ATI_texture_mirror_once
17:04:16: GL_EXT_abgr
17:04:16: GL_EXT_bgra
17:04:16: GL_EXT_bindable_uniform
17:04:16: GL_EXT_blend_color
17:04:16: GL_EXT_blend_equation_separate
17:04:16: GL_EXT_blend_func_separate
17:04:16: GL_EXT_blend_minmax
17:04:16: GL_EXT_blend_subtract
17:04:16: GL_EXT_compiled_vertex_array
17:04:16: GL_EXT_copy_buffer
17:04:16: GL_EXT_copy_texture
17:04:16: GL_EXT_direct_state_access
17:04:16: GL_EXT_draw_buffers2
17:04:16: GL_EXT_draw_instanced
17:04:16: GL_EXT_draw_range_elements
17:04:16: GL_EXT_fog_coord
17:04:16: GL_EXT_framebuffer_blit
17:04:16: GL_EXT_framebuffer_multisample
17:04:16: GL_EXT_framebuffer_object
17:04:16: GL_EXT_framebuffer_sRGB
17:04:16: GL_EXT_geometry_shader4
17:04:16: GL_EXT_gpu_program_parameters
17:04:16: GL_EXT_gpu_shader4
17:04:16: GL_EXT_histogram
17:04:16: GL_EXT_multi_draw_arrays
17:04:16: GL_EXT_packed_depth_stencil
17:04:16: GL_EXT_packed_float
17:04:16: GL_EXT_packed_pixels
17:04:16: GL_EXT_pixel_buffer_object
17:04:16: GL_EXT_point_parameters
17:04:16: GL_EXT_provoking_vertex
17:04:16: GL_EXT_rescale_normal
17:04:16: GL_EXT_secondary_color
17:04:16: GL_EXT_separate_specular_color
17:04:16: GL_EXT_shader_image_load_store
17:04:16: GL_EXT_shadow_funcs
17:04:16: GL_EXT_stencil_wrap
17:04:16: GL_EXT_subtexture
17:04:16: GL_EXT_texgen_reflection
17:04:16: GL_EXT_texture3D
17:04:16: GL_EXT_texture_array
17:04:16: GL_EXT_texture_buffer_object
17:04:16: GL_EXT_texture_compression_bptc
17:04:16: GL_EXT_texture_compression_latc
17:04:16: GL_EXT_texture_compression_rgtc
17:04:16: GL_EXT_texture_compression_s3tc
17:04:16: GL_EXT_texture_cube_map
17:04:16: GL_EXT_texture_edge_clamp
17:04:16: GL_EXT_texture_env_add
17:04:16: GL_EXT_texture_env_combine
17:04:16: GL_EXT_texture_env_dot3
17:04:16: GL_EXT_texture_filter_anisotropic
17:04:16: GL_EXT_texture_integer
17:04:16: GL_EXT_texture_lod
17:04:16: GL_EXT_texture_lod_bias
17:04:16: GL_EXT_texture_mirror_clamp
17:04:16: GL_EXT_texture_object
17:04:16: GL_EXT_texture_rectangle
17:04:16: GL_EXT_texture_sRGB
17:04:16: GL_EXT_texture_sRGB_decode
17:04:16: GL_EXT_texture_shared_exponent
17:04:16: GL_EXT_texture_snorm
17:04:16: GL_EXT_texture_storage
17:04:16: GL_EXT_texture_swizzle
17:04:16: GL_EXT_timer_query
17:04:16: GL_EXT_transform_feedback
17:04:16: GL_EXT_vertex_array
17:04:16: GL_EXT_vertex_array_bgra
17:04:16: GL_EXT_vertex_attrib_64bit
17:04:16: GL_IBM_texture_mirrored_repeat
17:04:16: GL_KHR_debug
17:04:16: GL_KTX_buffer_region
17:04:16: GL_NV_blend_square
17:04:16: GL_NV_conditional_render
17:04:16: GL_NV_copy_depth_to_color
17:04:16: GL_NV_copy_image
17:04:16: GL_NV_explicit_multisample
17:04:16: GL_NV_float_buffer
17:04:16: GL_NV_half_float
17:04:16: GL_NV_primitive_restart
17:04:16: GL_NV_texgen_reflection
17:04:16: GL_NV_texture_barrier
17:04:16: GL_SGIS_generate_mipmap
17:04:16: GL_SGIS_texture_edge_clamp
17:04:16: GL_SGIS_texture_lod
17:04:16: GL_SUN_multi_draw_arrays
17:04:16: GL_WIN_swap_hint
17:04:16: WGL_EXT_swap_control
17:04:16: 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_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_float_buffer
17:04:16: **************************************
17:04:16: ***   OpenGL 3+ Renderer Started   ***
17:04:16: **************************************
17:04:16: Registering ResourceManager for type GpuProgram
17:04:16: GL3+: Using FBOs for rendering to textures
17:04:16: FBO PF_UNKNOWN depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:16: FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:16: FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:16: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:16: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_A8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8B8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_DEPTH_DEPRECATED depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R11G11B10_FLOAT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8B8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8B8A8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16B16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16B16A16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R32G32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R32G32B32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R32G32B32A32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8B8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8B8A8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16B16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16B16A16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R32G32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R32G32B32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R32G32B32A32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_RG8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8B8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R8G8B8A8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16B16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_R16G16B16A16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_D24_UNORM_S8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_D24_UNORM_X8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_X24_S8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_D24_UNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_D16_UNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_D32_FLOAT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_D32_FLOAT_X24_S8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_D32_FLOAT_X24_X8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: FBO PF_X32_X24_S8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8 Packed-D32S8 
17:04:17: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_A8B8G8R8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_R8G8B8A8 PF_DEPTH_DEPRECATED PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB PF_R11G11B10_FLOAT PF_R8_UINT PF_R8G8_UINT PF_R8G8B8_UINT PF_R8G8B8A8_UINT PF_R16_UINT PF_R16G16_UINT PF_R16G16B16_UINT PF_R16G16B16A16_UINT PF_R32_UINT PF_R32G32_UINT PF_R32G32B32_UINT PF_R32G32B32A32_UINT PF_R8_SINT PF_R8G8_SINT PF_R8G8B8_SINT PF_R8G8B8A8_SINT PF_R16_SINT PF_R16G16_SINT PF_R16G16B16_SINT PF_R16G16B16A16_SINT PF_R32_SINT PF_R32G32_SINT PF_R32G32B32_SINT PF_R32G32B32A32_SINT PF_RG8 PF_R8_SNORM PF_R8G8_SNORM PF_R8G8B8_SNORM PF_R8G8B8A8_SNORM PF_R16_SNORM PF_R16G16_SNORM PF_R16G16B16_SNORM PF_R16G16B16A16_SNORM PF_D24_UNORM_S8_UINT PF_D24_UNORM_X8 PF_X24_S8_UINT PF_D24_UNORM PF_D16_UNORM PF_D32_FLOAT PF_D32_FLOAT_X24_S8_UINT PF_D32_FLOAT_X24_X8 PF_X32_X24_S8_UINT 
17:04:17: RenderSystem capabilities
17:04:17: -------------------------
17:04:17: RenderSystem Name: OpenGL 3+ Rendering Subsystem
17:04:17: GPU Vendor: unknown
17:04:17: Device Name: AMD Radeon HD 6470M
17:04:17: Driver Version: 3.3.0.0
17:04:17:  * Fixed function pipeline: no
17:04:17:  * Hardware generation of mipmaps: yes
17:04:17:  * Texture blending: yes
17:04:17:  * Anisotropic texture filtering: yes
17:04:17:  * Dot product texture operation: yes
17:04:17:  * Cube mapping: yes
17:04:17:  * Hardware stencil buffer: yes
17:04:17:    - Stencil depth: 8
17:04:17:    - Two sided stencil support: yes
17:04:17:    - Wrap stencil values: yes
17:04:17:  * Hardware vertex / index buffers: yes
17:04:17:  * 32-bit index buffers: yes
17:04:17:  * Vertex programs: yes
17:04:17:  * Number of floating-point constants for vertex programs: 16384
17:04:17:  * Number of integer constants for vertex programs: 16384
17:04:17:  * Number of boolean constants for vertex programs: 16384
17:04:17:  * Fragment programs: yes
17:04:17:  * Number of floating-point constants for fragment programs: 16384
17:04:17:  * Number of integer constants for fragment programs: 16384
17:04:17:  * Number of boolean constants for fragment programs: 16384
17:04:17:  * Geometry programs: yes
17:04:17:  * Number of floating-point constants for geometry programs: 16384
17:04:17:  * Number of integer constants for geometry programs: 16384
17:04:17:  * Number of boolean constants for geometry programs: 16384
17:04:17:  * Tessellation Hull programs: yes
17:04:17:  * Number of floating-point constants for tessellation hull programs: 16384
17:04:17:  * Number of integer constants for tessellation hull programs: 16384
17:04:17:  * Number of boolean constants for tessellation hull programs: 16384
17:04:17:  * Tessellation Domain programs: yes
17:04:17:  * Number of floating-point constants for tessellation domain programs: 16384
17:04:17:  * Number of integer constants for tessellation domain programs: 16384
17:04:17:  * Number of boolean constants for tessellation domain programs: 16384
17:04:17:  * Compute programs: yes
17:04:17:  * Number of floating-point constants for compute programs: 1024
17:04:17:  * Number of integer constants for compute programs: 1024
17:04:17:  * Number of boolean constants for compute programs: 1024
17:04:17:  * Supported Shader Profiles: glsl glsl130 glsl140 glsl150 glsl330 glsl400 glsl410 glsl420 glsl430
17:04:17:  * Texture Compression: yes
17:04:17:    - DXT: yes
17:04:17:    - VTC: no
17:04:17:    - PVRTC: no
17:04:17:    - ATC: no
17:04:17:    - ETC1: no
17:04:17:    - ETC2: yes
17:04:17:    - BC4/BC5: yes
17:04:17:    - BC6H/BC7: yes
17:04:17:  * Hardware Occlusion Query: yes
17:04:17:  * User clip planes: yes
17:04:17:  * VET_UBYTE4 vertex element type: yes
17:04:17:  * Infinite far plane projection: yes
17:04:17:  * Hardware render-to-texture: yes
17:04:17:  * Floating point textures: yes
17:04:17:  * Non-power-of-two textures: yes
17:04:17:  * 1d textures: yes
17:04:17:  * Volume textures: yes
17:04:17:  * Max Texture resolution (2D) 16384
17:04:17:  * Max Texture resolution (3D) 2048
17:04:17:  * Max Texture resolution (Cubemaps) 16384
17:04:17:  * Multiple Render Targets: 8
17:04:17:    - With different bit depths: yes
17:04:17:  * Point Sprites: yes
17:04:17:  * Extended point parameters: yes
17:04:17:  * Max Point Size: 63
17:04:17:  * Vertex texture fetch: yes
17:04:17:  * Number of world matrices: 0
17:04:17:  * Number of texture units: 16
17:04:17:  * Stencil buffer depth: 8
17:04:17:  * Number of vertex blend matrices: 0
17:04:17:    - Max vertex textures: 16
17:04:17:    - Vertex textures shared: yes
17:04:17:  * Render to Vertex Buffer : yes
17:04:17:  * Hardware Atomic Counters: yes
17:04:17:  * GL 1.5 without VBO workaround: no
17:04:17:  * Frame Buffer objects: yes
17:04:17:  * Frame Buffer objects (ARB extension): no
17:04:17:  * Frame Buffer objects (ATI extension): no
17:04:17:  * PBuffer support: no
17:04:17:  * GL 1.5 without HW-occlusion workaround: no
17:04:17:  * Vertex Array Objects: yes
17:04:17:  * Separate shader objects: no
17:04:17: Registering ResourceManager for type Texture
17:04:17: Using FSAA.
17:04:17: DefaultWorkQueue('Root') initialising on thread main.
17:04:17: Particle Renderer Type 'billboard' registered
17:04:17: Creating resource group Essential
17:04:17: Added resource location '../../Media/packs/DebugPack.zip' of type 'Zip' to resource group 'Essential'
17:04:17: Creating resource group Popular
17:04:17: Added resource location '../../Media/fonts' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/2.0/scripts/Compositors' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/materials/WorldBuilder' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/materials/Debug' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/models' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/Compositors' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/materials/textures' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/materials/textures/Cubemaps' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/materials/textures/nvidia' of type 'FileSystem' to resource group 'Popular'
17:04:17: Added resource location '../../Media/Images' of type 'FileSystem' to resource group 'Popular'
17:04:18: Texture: loading terrain_texture.jpg as groundGrass_Diffuse
17:04:18: Parsing scripts for resource group Autodetect
17:04:18: Finished parsing scripts for resource group Autodetect
17:04:18: Creating resources for group Autodetect
17:04:18: All done
17:04:18: Parsing scripts for resource group Essential
17:04:18: Parsing script Materials.material
17:04:18: Finished parsing scripts for resource group Essential
17:04:18: Creating resources for group Essential
17:04:18: All done
17:04:18: Parsing scripts for resource group General
17:04:18: Finished parsing scripts for resource group General
17:04:18: Creating resources for group General
17:04:18: All done
17:04:18: Parsing scripts for resource group Internal
17:04:18: Finished parsing scripts for resource group Internal
17:04:18: Creating resources for group Internal
17:04:18: All done
17:04:18: Parsing scripts for resource group Popular
17:04:18: Parsing script fog.material
17:04:18: Parsing script ground.material
17:04:18: Parsing script groundHLMS.material
17:04:18: Texture: loading Rocks_Diffuse.tga as Rocks_Diffuse.tga
17:04:18: Texture: loading Rocks_Normal.tga as Rocks_Normal.tga
17:04:18: Texture: loading Rocks_Spec.tga as Rocks_Spec.tga
17:04:18: Texture: loading nm_up.png as nm_up.png
17:04:18: Texture: loading 1d_debug.png as 1d_debug.png
17:04:18: Texture: loading MRAMOR6X6.jpg as MRAMOR6X6.jpg
17:04:18: Texture: loading nm_bk.png as nm_bk.png
17:04:18: Texture: loading NMBumpsOut.png as NMBumpsOut.png
17:04:18: Texture: loading MtlPlat2.jpg as MtlPlat2.jpg
17:04:19: Texture: loading NMBalls.png as NMBalls.png
17:04:19: Texture: loading groundFungus_Diffuse as groundFungus_Diffuse
17:04:19: Texture: loading MRAMOR-bump.jpg as MRAMOR-bump.jpg
17:04:19: Parsing script sky.material
17:04:19: Parsing script debugMats.material
17:04:19: Parsing script WorldBuilder.compositor
17:04:19: Finished parsing scripts for resource group Popular
17:04:19: Creating resources for group Popular
17:04:19: All done
17:04:19: Initialisation OIS...
17:04:19: Initialisation OIS done.
17:04:19: Texture: dirt_grayrocky_diffusespecular.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1.
17:04:19: Texture: grass_green-01_diffusespecular.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1.
17:04:20: Texture: growth_weirdfungus-03_diffusespecular.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1.
17:04:20: Can't assign material  because this Material does not exist. Have you forgotten to define it in a .material script?
17:04:21: Vertex Shader: 536870912VertexShader_vs
Fragment Shader: 536870912PixelShader_ps
 GLSL validation result : 
Validation warning! - Sampler value worldMatBuf has not been set.
Validation successful.
17:04:24: Can't assign material  because this Material does not exist. Have you forgotten to define it in a .material script?
17:04:24: Can't assign material  because this Material does not exist. Have you forgotten to define it in a .material script?
17:04:31: DefaultWorkQueue('Root') shutting down on thread main.
17:04:31: *-*-* OGRE Shutdown
17:04:31: Unregistering ResourceManager for type OldSkeleton
17:04:31: Unregistering ResourceManager for type Mesh2
17:04:31: Unregistering ResourceManager for type Mesh
17:04:31: Unregistering ResourceManager for type Material
17:04:31: Unregistering ResourceManager for type HighLevelGpuProgram
17:04:31: Uninstalling plugin: GL 3+ RenderSystem
// Stops here
I am stuck here, could it come from the OpenGL plugin itself ?

Thanks !
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Re: [2.1] OpenGL3+ plugin stalls when shuting down

Post by dark_sylinc » Sat Aug 15, 2015 6:19 pm

Could be something wrong you did, could be an Ogre bug, could be a driver bug.

When I hit these kind of issues, I just run it from the debugger then, when it stalls, go to Debug->Break to see where the hell the code is right now, and try single stepping.
If it didn't break anywhere useful, I resume the process and break again. If after three times that fails or didn't give me something useful; I start placing breakpoints on code I know still works before shutdown and start single stepping (and sometimes stepping in) until I lose control. Eventually I narrow it down to where the actual problem starts.
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Re: [2.1] OpenGL3+ plugin stalls when shuting down

Post by Kinslore » Sat Aug 15, 2015 6:58 pm

Thanks for the relply !

I did it step by step and it was loosing track right after the delete instruction, as I said. However, I didn't know this Debug>Break all function, even though I searched for it... Pretty useful ! :D

And it seems it is simply waiting there, quietly :

Code: Select all

        // OgreGL3PlusStagingBuffer l.113
        while( true )
        {
            GLenum waitRet = glClientWaitSync( syncObj, waitFlags, waitDuration );
            if( waitRet == GL_ALREADY_SIGNALED || waitRet == GL_CONDITION_SATISFIED )
            {
                return;
            }

            if( waitRet == GL_WAIT_FAILED )
            {
                OGRE_EXCEPT( Exception::ERR_RENDERINGAPI_ERROR,
                             "Failure while waiting for a GL GLFence. Could be out of GPU memory. "
                             "Update your video card drivers. If that doesn't help, "
                             "contact the developers.", "GL3PlusStagingBuffer::wait" );
                return;
            }

            // After the first time, need to start flushing, and wait for a looong time.
            waitFlags = GL_SYNC_FLUSH_COMMANDS_BIT;
            waitDuration = kOneSecondInNanoSeconds;
        }
I will check again the buffers and the length I give to it, but I do not get any WAIT_FAILED... Simply nothing, waitRet is 0 according to the debugger, still waiting.
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Re: [2.1] OpenGL3+ plugin stalls when shuting down

Post by dark_sylinc » Sat Aug 15, 2015 7:34 pm

While this smells like driver bug, it could be that some request is yet pending and will never succeed because we're shutting down (which should not happen).
Maybe a buffer is being unmapped too late.

Could you post the callstack as well? I need as much information as possible.
Are you on the latest Catalyst drivers?

Edit: If all of that fails, try to see if you can repro the issue in one of the samples by using a stripped down version of your code (i.e. create the meshes with random data, draw random stuff, shutdown); so I can check it out for myself.
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Re: [2.1] OpenGL3+ plugin stalls when shuting down

Post by Kinslore » Sat Aug 15, 2015 7:49 pm

The call stack is :

Code: Select all

>	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusStagingBuffer::wait(__GLsync * syncObj)  Ligne 115 + 0x17 octets	C++
 	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusStagingBuffer::~GL3PlusStagingBuffer()  Ligne 55	C++
 	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusStagingBuffer::`vector deleting destructor'()  + 0x7e octets	C++
 	OgreMain_d.dll!Ogre::VaoManager::~VaoManager()  Ligne 79 + 0x4b octets	C++
 	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusVaoManager::~GL3PlusVaoManager()  Ligne 175 + 0xb5 octets	C++
 	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusVaoManager::`vector deleting destructor'()  + 0x7e octets	C++
 	OgreMain_d.dll!Ogre::RenderSystem::shutdown()  Ligne 701 + 0x4d octets	C++
 	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusRenderSystem::shutdown()  Ligne 632	C++
 	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusRenderSystem::~GL3PlusRenderSystem()  Ligne 198	C++
 	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusRenderSystem::`vector deleting destructor'()  + 0x7e octets	C++
 	RenderSystem_GL3Plus_d.dll!Ogre::GL3PlusPlugin::uninstall()  Ligne 66 + 0x34 octets	C++
 	OgreMain_d.dll!Ogre::Root::uninstallPlugin(Ogre::Plugin * plugin)  Ligne 1410	C++
 	RenderSystem_GL3Plus_d.dll!dllStopPlugin()  Ligne 47	C++
 	OgreMain_d.dll!Ogre::Root::unloadPlugins()  Ligne 1174	C++
 	OgreMain_d.dll!Ogre::Root::~Root()  Ligne 362	C++
 	WorldBuilder.exe!Ogre::Root::`scalar deleting destructor'()  + 0x2d octets	C++
 	WorldBuilder.exe!OgreInitializer::~OgreInitializer()  Ligne 333 + 0x32 octets	C++
 	WorldBuilder.exe!OgreInitializer::`scalar deleting destructor'()  + 0x2c octets	C++
 	WorldBuilder.exe!main(int argc, char * * argv)  Ligne 31 + 0x2b octets	C++
 	WorldBuilder.exe!__tmainCRTStartup()  Ligne 555 + 0x19 octets	C
 	WorldBuilder.exe!mainCRTStartup()  Ligne 371	C
 	kernel32.dll!00000000779259cd() 	
 	[No symbol for kernel32.dll]	
 	ntdll.dll!0000000077a5b981() 	
As for the drivers, I think I am far from having the latest. I am doing an update and I will tell you right away what it's like after !

EDIT : I updated my drivers (did it two years ago, ouch !) but that didn't solve my problem. I tried to do a repro, but didn't manage so far... Still thinking about it.
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Re: [2.1] OpenGL3+ plugin stalls when shuting down

Post by Kinslore » Mon Aug 17, 2015 7:42 am

Hi !

I tested with the drivers updated - still the bug.

Now I am trying to reproduce it in a sample and... I am struggling to make this bug work (never thought I would say that) !

I only make a big vertex buffer (256 x 256 x positions x normals x uvs) and an indexBuffer associated to it (255 x 255 x 2 triangles per row x 3 indices per triangle) and it's working beautifuly.
I tried then to check again my program, and found nothing. Even when I bypass the generation and use the simple code from the sample, I get the hang.

So, I am wondering if :

- I am not using SDL2 but OIS. Could it be important ?

- I am making arrays in another thread (boost::thread). Those arrays have the informations about the vertices and indices. Then I memcpy from that to the SIMD buffers, and build the vao from it. I update so that this thread is never changing the arrays during a memcpy or whatever. The point is, when I tried the threaded Ogre (with boost enabled in CMake), I couldn't have more than 20 fps. I thought it was WIP, but by some miracle, could it have an influence ?

Well as you see I really don't know where this comes from.
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Re: [2.1] OpenGL3+ plugin stalls when shuting down

Post by Ybalrid » Wed Mar 01, 2017 11:29 am

I'm sorry to bump up a really old thread, but I'm experiencing the same behavior while shutting down Ogre when one rather big mesh has been loaded. (28k verts; 55k triangles).

It's the test "sphere" object from Substance Painter's samples, that is unnecessary high poly, exported from Blender.

Here's what I have in the callstack

Code: Select all

 	[External Code]	
>	RenderSystem_GL3Plus.dll!Ogre::GL3PlusStagingBuffer::wait(__GLsync * syncObj) Line 116	C++
 	RenderSystem_GL3Plus.dll!Ogre::GL3PlusStagingBuffer::~GL3PlusStagingBuffer() Line 53	C++
 	[External Code]	
 	OgreMain.dll!Ogre::VaoManager::~VaoManager() Line 82	C++
 	[External Code]	
 	OgreMain.dll!Ogre::RenderSystem::shutdown() Line 735	C++
 	RenderSystem_GL3Plus.dll!Ogre::GL3PlusRenderSystem::shutdown() Line 636	C++
 	RenderSystem_GL3Plus.dll!Ogre::GL3PlusRenderSystem::~GL3PlusRenderSystem() Line 193	C++
 	[External Code]	
 	RenderSystem_GL3Plus.dll!Ogre::GL3PlusPlugin::uninstall() Line 67	C++
 	OgreMain.dll!Ogre::Root::uninstallPlugin(Ogre::Plugin * plugin) Line 1419	C++
 	RenderSystem_GL3Plus.dll!dllStopPlugin() Line 47	C++
 	OgreMain.dll!Ogre::Root::unloadPlugins() Line 1183	C++
 	OgreMain.dll!Ogre::Root::~Root() Line 367	C++
 	Annwvyn.dll!OgreVRRender::~OgreVRRender() Line 74	C++
 	[External Code]	
 	Annwvyn.dll!Annwvyn::AnnEngine::~AnnEngine() Line 219	C++
 	test.exe!AnnwvynStart() Line 188	C++
 	test.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * __formal, char * strCmdLine, int __formal) Line 135	C++
 	[External Code]	
Here's where it breaks (at glClientWaitSync)

That's not really a *big* problem because it seems to work fine when you're using "reasonably" large meshes (like... not that one) and the code that loop seems to be in nvoglv64.dll (nvidia opengl drivers in 64bit, it seems ?). Visual Studio's debugger complain about not having simbols for that library if I try to step into further.

If there's something that can be done about it, I don't know if you got code to reproduce it in private from Kinslore. If you want to look into that, you can find the SubstanceSphere.mesh (v1.8) file here http://ybalrid.info/files/OgreStuff/, there's also a .zip with the complete material and textures, and a decimated mesh that "in game" looks about the same but don't "trigger" this problem (should be 0.3 times as much vertices than the original stuff)

(This is obviously on GL3Plus, with the latest GeForce drivers from Nvidia)
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Ogre_glTF Ogre v2-1 GLTF2 loader : topic link github repo
BtOgre21 Fork of btOgre, for Ogre v2-1 : topic link github repo
OIS Current maintainer : Official repository
Annwvyn VR focused game engine using Ogre : https://github.com/Ybalrid/Annwvyn https://annwvyn.org/

super_newbie
Gnoblar
Posts: 1
Joined: Sat Mar 04, 2017 3:21 pm
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Re: [2.1] OpenGL3+ plugin stalls when shuting down

Post by super_newbie » Sat Mar 04, 2017 7:41 pm

I have similar problem. The glClientWaitSync in my code returns zero, which according to https://www.khronos.org/registry/OpenGL ... Sync.xhtml is not one of the return values. Since Ogre is not expecting zero value, we get infinite loop.

Now if i turn on ENABLE_GL_CHECK in the OgreGL3PlusPrerequisites.h, it's full of GL_INVALID_OPERATION long before it reaches infinite loop. I guess the glClientWaitSync error is just a symptom, not the source of the problem. I'm new to Ogre, so can't help much to fix these.

Fortunately, this only happen in the shutting down phase, so we can safely ignore it until we get proper fixes.
You can make simple hack to break from infinite loop by checking glClientWaitSync return value.
If it's zero, just get out of there.
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blacdard
Gnoblar
Posts: 2
Joined: Mon Jul 22, 2019 9:54 pm
x 1

Re: [2.1] OpenGL3+ plugin stalls when shuting down

Post by blacdard » Thu Jul 25, 2019 2:44 am

super_newbie wrote:
Sat Mar 04, 2017 7:41 pm
I have similar problem. The glClientWaitSync in my code returns zero, which according to https://www.khronos.org/registry/OpenGL ... Sync.xhtml is not one of the return values. Since Ogre is not expecting zero value, we get infinite loop.

Now if i turn on ENABLE_GL_CHECK in the OgreGL3PlusPrerequisites.h, it's full of GL_INVALID_OPERATION long before it reaches infinite loop. I guess the glClientWaitSync error is just a symptom, not the source of the problem. I'm new to Ogre, so can't help much to fix these.

Fortunately, this only happen in the shutting down phase, so we can safely ignore it until we get proper fixes.
You can make simple hack to break from infinite loop by checking glClientWaitSync return value.
If it's zero, just get out of there.
Thanks! I added a check for zero to break the loop and that allows it to shut down.
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