[2.1] Problems with GLSL and HLSL after update.

Design / architecture / roadmap discussions related to future of Ogre3D (version 2.0 and above)
Post Reply
przemir
Kobold
Posts: 28
Joined: Sun May 11, 2014 7:55 pm
Location: Poland
x 2

[2.1] Problems with GLSL and HLSL after update.

Post by przemir » Fri Feb 16, 2018 12:10 am

Hello!

I have problems after upgrading Ogre2.1 from April 2017 To February 2018.

After experimenting with loading models I got:
  • ogrehead.mesh loaded as mesh version 1.8, on OpenGL: application run, but object is not visible

    Code: Select all

    Fragment Shader: 536870913PixelShader_ps
     GLSL validation result : 
    Validation warning! - Sampler value worldMatBuf has not been set.
    Validation successful.
    
  • ogrehead.mesh loaded as mesh version 1.8, on DirectX: everything OK
  • ogrehead.mesh upgraded in recent version of OgreMeshTool, loaded (in fact not loaded) as mesh version 2.1 R2, OpenGL or DirectX:

    Code: Select all

    22:02:14: Mesh: Loading ogrehead2.mesh.
    22:02:14: OGRE EXCEPTION(7:InternalErrorException): Cannot find serializer implementation for mesh version [MeshSerializer_v2.1 R2] in 
    MeshSerializer::importMesh at F:\Ogre\ogre_src_v2-1-robocze_2018_02_11\OgreMain\src\OgreMeshSerializer.cpp (line 191)
    
  • wall mesh loaded (version 2.1), without texture, OpenGL: application run, but object is not visible

    Code: Select all

    23:17:47: Mesh: Loading CourtyardWall.mesh.
    23:17:47: WARNING: VES_BINORMAL will not render properly in many GPUs where GL_MAX_VERTEX_ATTRIBS = 16. Consider changing for VES_TANGENT with 4 components or use QTangents
    23:17:47: Corrupted chunk detected! Stream name: 'CourtyardWall.mesh' Chunk id: 36864
    23:17:47: Can't assign material CourtyardWall because this Material does not exist. Have you forgotten to define it in a .material script?
    23:17:48: Vertex Shader: 536870912VertexShader_vs
    Fragment Shader: 536870912PixelShader_ps
     GLSL validation result : 
    Validation warning! - Sampler value worldMatBuf has not been set.
    Validation successful.
    
    Similar issue is for example with Sample_Tutorial02_VariableFramerate in Ogre.
  • wall mesh loaded (version 2.1), without texture, Direct11: OK
  • wall mesh loaded (version 2.1), with texture, OpenGL: GLSL error

    Code: Select all

    23:16:16: Mesh: Loading CourtyardWall.mesh.
    23:16:16: WARNING: VES_BINORMAL will not render properly in many GPUs where GL_MAX_VERTEX_ATTRIBS = 16. Consider changing for VES_TANGENT with 4 components or use QTangents
    23:16:16: Corrupted chunk detected! Stream name: 'CourtyardWall.mesh' Chunk id: 36864
    23:16:17: GLSL compile log: 536870912PixelShader_ps
    Fragment shader failed to compile with the following errors:
    ERROR: 0:337: error(#143) Undeclared identifier: UV_DIFFUSE
    ERROR: 0:337: error(#202) No matching overloaded function found: UV_DIFFUSE
    ERROR: 0:338: error(#174) Not enough data provided for construction constructor
    ERROR: 0:368: error(#143) Undeclared identifier: UV_NORMAL
    ERROR: 0:368: error(#202) No matching overloaded function found: UV_NORMAL
    ERROR: 0:369: error(#174) Not enough data provided for construction constructor
    ERROR: error(#273) 6 compilation errors.  No code generated
    23:16:17: OGRE EXCEPTION(3:RenderingAPIException): Fragment Program 536870912PixelShader_ps failed to compile. See compile log above for details. in GLSLShader::compile at F:\Ogre\ogre_src_v2-1-robocze_2018_02_11\RenderSystems\GL3Plus\src\GLSL\OgreGLSLShader.cpp (line 308)
    
  • wall mesh loaded (version 2.1), with texture, Direct11: HLSL error

    Code: Select all

    23:12:29: Mesh: Loading CourtyardWall.mesh.
    23:12:29: Corrupted chunk detected! Stream name: 'CourtyardWall.mesh' Chunk id: 36864
    23:12:29: OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 536870912PixelShader_ps Errors:
    F:\Repos\Blademaster\OgreEngine-env\msvc-x86-ogre2-1_2018-02-11\536870912PixelShader_ps.hlsl(315,22-46): error X3004: undeclared identifier  'UV_DIFFUSE'
     in D3D11HLSLProgram::compileMicrocode at F:\Ogre\ogre_src_v2-1-robocze_2018_02_11\RenderSystems\Direct3D11\src\OgreD3D11HLSLProgram.cpp (line 545)
    23:12:29: High-level program 536870912PixelShader_ps encountered an error during loading and is thus not supported.
    OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 536870912PixelShader_ps Errors:
    F:\Repos\Blademaster\OgreEngine-env\msvc-x86-ogre2-1_2018-02-11\536870912PixelShader_ps.hlsl(315,22-46): error X3004: undeclared identifier 'UV_DIFFUSE'
     in D3D11HLSLProgram::compileMicrocode at F:\Ogre\ogre_src_v2-1-robocze_2018_02_11\RenderSystems\Direct3D11\src\OgreD3D11HLSLProgram.cpp (line 545)
     
I tried to add full logs in attachment but I got error "Could not upload attachment to...".
0 x

al2950
OGRE Expert User
OGRE Expert User
Posts: 1133
Joined: Thu Dec 11, 2008 7:56 pm
Location: Bristol, UK
x 51

Re: [2.1] Problems with GLSL and HLSL after update.

Post by al2950 » Fri Feb 16, 2018 12:25 am

It sounds bit like you have not updated your local HLMS files?

Do the ogre samples run ok?
0 x

przemir
Kobold
Posts: 28
Joined: Sun May 11, 2014 7:55 pm
Location: Poland
x 2

Re: [2.1] Problems with GLSL and HLSL after update.

Post by przemir » Fri Feb 16, 2018 12:52 am

al2950 wrote:
Fri Feb 16, 2018 12:25 am
It sounds bit like you have not updated your local HLMS files?
HLMS folder is set correctly in resource file.
al2950 wrote:
Fri Feb 16, 2018 12:25 am
Do the ogre samples run ok?
Not for openGL. Easiest sample with such problems is Sample_Tutorial02_VariableFramerate.
0 x

crancran
Greenskin
Posts: 125
Joined: Wed May 05, 2010 3:36 pm
x 2

Re: [2.1] Problems with GLSL and HLSL after update.

Post by crancran » Fri Feb 16, 2018 4:52 pm

Go back and check the latest samples. A new directory was added for the HLMS files and you need to alter your initialization of resources and HLMS to account for this. This caught me by surprise a few months back :).
1 x

xrgo
OGRE Expert User
OGRE Expert User
Posts: 911
Joined: Sat Jul 06, 2013 10:59 pm
Location: Chile
x 51

Re: [2.1] Problems with GLSL and HLSL after update.

Post by xrgo » Fri Feb 16, 2018 6:18 pm

theres actualy a "new" method Ogre::HlmsPbs::getDefaultPaths in case you use the same folder configuration as the samples
1 x

al2950
OGRE Expert User
OGRE Expert User
Posts: 1133
Joined: Thu Dec 11, 2008 7:56 pm
Location: Bristol, UK
x 51

Re: [2.1] Problems with GLSL and HLSL after update.

Post by al2950 » Fri Feb 16, 2018 6:48 pm

Just re-built Ogre with standard settings, with latest build (d9c4d65c364034fb13bc1f5efbe507f2b2632e82) and run the Sample_Tutorial02_VariableFramerate demo in Dx and GL and all is fine and the logs have no errors

Suggest a full rebuild, including cmake!
1 x

przemir
Kobold
Posts: 28
Joined: Sun May 11, 2014 7:55 pm
Location: Poland
x 2

Re: [2.1] Problems with GLSL and HLSL after update.

Post by przemir » Fri Feb 16, 2018 6:49 pm

crancran wrote:
Fri Feb 16, 2018 4:52 pm
Go back and check the latest samples. A new directory was added for the HLMS files and you need to alter your initialization of resources and HLMS to account for this. This caught me by surprise a few months back :).
It was it. Thank you.
Code for registering hlms looks now:

Code: Select all

    void GraphicsSystem::registerHlms(void)
    {
        Ogre::ConfigFile cf;
        cf.load( mResourcePath + "resources2.cfg" );

#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE || OGRE_PLATFORM == OGRE_PLATFORM_APPLE_IOS
        Ogre::String rootHlmsFolder = Ogre::macBundlePath() + '/' +
                                  cf.getSetting( "DoNotUseAsResource", "Hlms", "" );
#else
        Ogre::String rootHlmsFolder = mResourcePath + cf.getSetting( "DoNotUseAsResource", "Hlms", "" );
#endif

        if( rootHlmsFolder.empty() )
            rootHlmsFolder = "./";
        else if( *(rootHlmsFolder.end() - 1) != '/' )
            rootHlmsFolder += "/";

        //At this point rootHlmsFolder should be a valid path to the Hlms data folder

        Ogre::HlmsUnlit *hlmsUnlit = 0;
        Ogre::HlmsPbs *hlmsPbs = 0;

        //For retrieval of the paths to the different folders needed
        Ogre::String mainFolderPath;
        Ogre::StringVector libraryFoldersPaths;
        Ogre::StringVector::const_iterator libraryFolderPathIt;
        Ogre::StringVector::const_iterator libraryFolderPathEn;

        Ogre::ArchiveManager &archiveManager = Ogre::ArchiveManager::getSingleton();
        
        {
            //Create & Register HlmsUnlit
            //Get the path to all the subdirectories used by HlmsUnlit
            Ogre::HlmsUnlit::getDefaultPaths( mainFolderPath, libraryFoldersPaths );
            Ogre::Archive *archiveUnlit = archiveManager.load( rootHlmsFolder + mainFolderPath,
                                                               "FileSystem", true );
            Ogre::ArchiveVec archiveUnlitLibraryFolders;
            libraryFolderPathIt = libraryFoldersPaths.begin();
            libraryFolderPathEn = libraryFoldersPaths.end();
            while( libraryFolderPathIt != libraryFolderPathEn )
            {
                Ogre::Archive *archiveLibrary =
                        archiveManager.load( rootHlmsFolder + *libraryFolderPathIt, "FileSystem", true );
                archiveUnlitLibraryFolders.push_back( archiveLibrary );
                ++libraryFolderPathIt;
            }

            //Create and register the unlit Hlms
            hlmsUnlit = OGRE_NEW Ogre::HlmsUnlit( archiveUnlit, &archiveUnlitLibraryFolders );
            Ogre::Root::getSingleton().getHlmsManager()->registerHlms( hlmsUnlit );
        }

        {
            //Create & Register HlmsPbs
            //Do the same for HlmsPbs:
            Ogre::HlmsPbs::getDefaultPaths( mainFolderPath, libraryFoldersPaths );
            Ogre::Archive *archivePbs = archiveManager.load( rootHlmsFolder + mainFolderPath,
                                                             "FileSystem", true );

            //Get the library archive(s)
            Ogre::ArchiveVec archivePbsLibraryFolders;
            libraryFolderPathIt = libraryFoldersPaths.begin();
            libraryFolderPathEn = libraryFoldersPaths.end();
            while( libraryFolderPathIt != libraryFolderPathEn )
            {
                Ogre::Archive *archiveLibrary =
                        archiveManager.load( rootHlmsFolder + *libraryFolderPathIt, "FileSystem", true );
                archivePbsLibraryFolders.push_back( archiveLibrary );
                ++libraryFolderPathIt;
            }

            //Create and register
            hlmsPbs = OGRE_NEW Ogre::HlmsPbs( archivePbs, &archivePbsLibraryFolders );
            Ogre::Root::getSingleton().getHlmsManager()->registerHlms( hlmsPbs );
        }


        Ogre::RenderSystem *renderSystem = mRoot->getRenderSystem();
        if( renderSystem->getName() == "Direct3D11 Rendering Subsystem" )
        {
            //Set lower limits 512kb instead of the default 4MB per Hlms in D3D 11.0
            //and below to avoid saturating AMD's discard limit (8MB) or
            //saturate the PCIE bus in some low end machines.
            bool supportsNoOverwriteOnTextureBuffers;
            renderSystem->getCustomAttribute( "MapNoOverwriteOnDynamicBufferSRV",
                                              &supportsNoOverwriteOnTextureBuffers );

            if( !supportsNoOverwriteOnTextureBuffers )
            {
                hlmsPbs->setTextureBufferDefaultSize( 512 * 1024 );
                hlmsUnlit->setTextureBufferDefaultSize( 512 * 1024 );
            }
        }
    }
przemir wrote:
Fri Feb 16, 2018 12:10 am
[*] wall mesh loaded (version 2.1), with texture, Direct11: HLSL error

Code: Select all

23:12:29: Mesh: Loading CourtyardWall.mesh.
23:12:29: Corrupted chunk detected! Stream name: 'CourtyardWall.mesh' Chunk id: 36864
23:12:29: OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 536870912PixelShader_ps Errors:
F:\Repos\Blademaster\OgreEngine-env\msvc-x86-ogre2-1_2018-02-11\536870912PixelShader_ps.hlsl(315,22-46): error X3004: undeclared identifier  'UV_DIFFUSE'
 in D3D11HLSLProgram::compileMicrocode at F:\Ogre\ogre_src_v2-1-robocze_2018_02_11\RenderSystems\Direct3D11\src\OgreD3D11HLSLProgram.cpp (line 545)
23:12:29: High-level program 536870912PixelShader_ps encountered an error during loading and is thus not supported.
OGRE EXCEPTION(-2147467259:RenderingAPIException): Cannot compile D3D11 high-level shader 536870912PixelShader_ps Errors:
F:\Repos\Blademaster\OgreEngine-env\msvc-x86-ogre2-1_2018-02-11\536870912PixelShader_ps.hlsl(315,22-46): error X3004: undeclared identifier 'UV_DIFFUSE'
 in D3D11HLSLProgram::compileMicrocode at F:\Ogre\ogre_src_v2-1-robocze_2018_02_11\RenderSystems\Direct3D11\src\OgreD3D11HLSLProgram.cpp (line 545)
 
This works for me now.
przemir wrote:
Fri Feb 16, 2018 12:10 am
[*] wall mesh loaded (version 2.1), with texture, OpenGL: GLSL error

Code: Select all

23:16:16: Mesh: Loading CourtyardWall.mesh.
23:16:16: WARNING: VES_BINORMAL will not render properly in many GPUs where GL_MAX_VERTEX_ATTRIBS = 16. Consider changing for VES_TANGENT with 4 components or use QTangents
23:16:16: Corrupted chunk detected! Stream name: 'CourtyardWall.mesh' Chunk id: 36864
23:16:17: GLSL compile log: 536870912PixelShader_ps
Fragment shader failed to compile with the following errors:
ERROR: 0:337: error(#143) Undeclared identifier: UV_DIFFUSE
ERROR: 0:337: error(#202) No matching overloaded function found: UV_DIFFUSE
ERROR: 0:338: error(#174) Not enough data provided for construction constructor
ERROR: 0:368: error(#143) Undeclared identifier: UV_NORMAL
ERROR: 0:368: error(#202) No matching overloaded function found: UV_NORMAL
ERROR: 0:369: error(#174) Not enough data provided for construction constructor
ERROR: error(#273) 6 compilation errors.  No code generated
23:16:17: OGRE EXCEPTION(3:RenderingAPIException): Fragment Program 536870912PixelShader_ps failed to compile. See compile log above for details. in GLSLShader::compile at F:\Ogre\ogre_src_v2-1-robocze_2018_02_11\RenderSystems\GL3Plus\src\GLSL\OgreGLSLShader.cpp (line 308)
Errors disappeared. Still hovewer object is not visible.

Code: Select all

18:45:26: Mesh: Loading CourtyardWall.mesh.
18:45:26: WARNING: VES_BINORMAL will not render properly in many GPUs where GL_MAX_VERTEX_ATTRIBS = 16. Consider changing for VES_TANGENT with 4 components or use QTangents
18:45:26: Corrupted chunk detected! Stream name: 'CourtyardWall.mesh' Chunk id: 36864
18:45:27: Vertex Shader: 536870912VertexShader_vs
Fragment Shader: 536870912PixelShader_ps
 GLSL validation result : 
Validation failed! - Different sampler types for same sample texture unit in fragment shader.
al2950 wrote:
Fri Feb 16, 2018 6:48 pm
Just re-built Ogre with standard settings, with latest build (d9c4d65c364034fb13bc1f5efbe507f2b2632e82) and run the Sample_Tutorial02_VariableFramerate demo in Dx and GL and all is fine and the logs have no errors
Thanks!
0 x

przemir
Kobold
Posts: 28
Joined: Sun May 11, 2014 7:55 pm
Location: Poland
x 2

Re: [2.1] Problems with GLSL and HLSL after update.

Post by przemir » Fri Feb 16, 2018 8:43 pm

al2950 wrote:
Fri Feb 16, 2018 6:48 pm
Just re-built Ogre with standard settings, with latest build (d9c4d65c364034fb13bc1f5efbe507f2b2632e82) and run the Sample_Tutorial02_VariableFramerate demo in Dx and GL and all is fine and the logs have no errors

Suggest a full rebuild, including cmake!
I rebuilt Ogre, but sample still don't work properly for OpenGL.

Code: Select all

20:35:32: Vertex Shader: 536870912VertexShader_vs
Fragment Shader: 536870912PixelShader_ps
 GLSL validation result : 
Validation warning! - Sampler value worldMatBuf has not been set.
Validation successful.
20:35:32: Vertex Shader: 1610612739VertexShader_vs
Fragment Shader: 1610612739PixelShader_ps
 GLSL validation result : 
Validation failed! - Different sampler types for same sample texture unit in fragment shader.
Edited
przemir wrote:
Fri Feb 16, 2018 12:10 am
[*] ogrehead.mesh upgraded in recent version of OgreMeshTool, loaded (in fact not loaded) as mesh version 2.1 R2, OpenGL or DirectX:

Code: Select all

22:02:14: Mesh: Loading ogrehead2.mesh.
22:02:14: OGRE EXCEPTION(7:InternalErrorException): Cannot find serializer implementation for mesh version [MeshSerializer_v2.1 R2] in 
MeshSerializer::importMesh at F:\Ogre\ogre_src_v2-1-robocze_2018_02_11\OgreMain\src\OgreMeshSerializer.cpp (line 191)
After update this no longer occur.
0 x

przemir
Kobold
Posts: 28
Joined: Sun May 11, 2014 7:55 pm
Location: Poland
x 2

Re: [2.1] Problems with GLSL and HLSL after update.

Post by przemir » Sat Aug 18, 2018 1:30 pm

OpenGL still not work - demo Sample_Tutorial02_VariableFramerate shows only background colour and no box is rendered.
This error occurs in only one of my computers (there is no problem in second computer and also there is no problem in code from april 2017).

This fragment in log does not occur in computer where it works OK.

Code: Select all

14:14:03: Vertex Shader: 536870912VertexShader_vs
Fragment Shader: 536870912PixelShader_ps
 GLSL validation result : 
Validation warning! - Sampler value worldMatBuf has not been set.
Validation successful.
Full log

Code: Select all

14:23:30: Creating resource group General
14:23:30: Creating resource group Internal
14:23:30: Creating resource group Autodetect
14:23:30: SceneManagerFactory for type 'DefaultSceneManager' registered.
14:23:30: Registering ResourceManager for type Material
14:23:30: Registering ResourceManager for type Mesh
14:23:30: Registering ResourceManager for type Mesh2
14:23:30: Registering ResourceManager for type OldSkeleton
14:23:30: MovableObjectFactory for type 'ParticleSystem' registered.
14:23:30: ArchiveFactory for archive type FileSystem registered.
14:23:30: ArchiveFactory for archive type Zip registered.
14:23:30: ArchiveFactory for archive type EmbeddedZip registered.
14:23:30: DDS codec registering
14:23:30: FreeImage version: 3.15.3
14:23:30: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
14:23:30: 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
14:23:30: ETC codec registering
14:23:30: OITD codec registering
14:23:30: Registering ResourceManager for type HighLevelGpuProgram
14:23:30: MovableObjectFactory for type 'Entity' registered.
14:23:30: MovableObjectFactory for type 'Item' registered.
14:23:30: MovableObjectFactory for type 'Light' registered.
14:23:30: MovableObjectFactory for type 'BillboardSet' registered.
14:23:30: MovableObjectFactory for type 'ManualObject2' registered.
14:23:30: MovableObjectFactory for type 'BillboardChain' registered.
14:23:30: MovableObjectFactory for type 'RibbonTrail' registered.
14:23:30: MovableObjectFactory for type 'WireAabb' registered.
14:23:30: Loading library .\RenderSystem_Direct3D11
14:23:30: Installing plugin: D3D11 RenderSystem
14:23:30: D3D11 : Direct3D11 Rendering Subsystem created.
14:23:30: D3D11: Driver Detection Starts
14:23:30: D3D11: Driver Detection Ends
14:23:30: Plugin successfully installed
14:23:30: Loading library .\RenderSystem_GL3Plus
14:23:30: Installing plugin: GL 3+ RenderSystem
14:23:30: OpenGL 3+ Rendering Subsystem created.
14:23:30: Plugin successfully installed
14:23:30: Loading library .\Plugin_ParticleFX
14:23:30: Installing plugin: ParticleFX
14:23:30: Particle Emitter Type 'Point' registered
14:23:30: Particle Emitter Type 'Box' registered
14:23:30: Particle Emitter Type 'Ellipsoid' registered
14:23:30: Particle Emitter Type 'Cylinder' registered
14:23:30: Particle Emitter Type 'Ring' registered
14:23:30: Particle Emitter Type 'HollowEllipsoid' registered
14:23:30: Particle Affector Type 'LinearForce' registered
14:23:30: Particle Affector Type 'ColourFader' registered
14:23:30: Particle Affector Type 'ColourFader2' registered
14:23:30: Particle Affector Type 'ColourImage' registered
14:23:30: Particle Affector Type 'ColourInterpolator' registered
14:23:30: Particle Affector Type 'Scaler' registered
14:23:30: Particle Affector Type 'Rotator' registered
14:23:30: Particle Affector Type 'DirectionRandomiser' registered
14:23:30: Particle Affector Type 'DeflectorPlane' registered
14:23:30: Plugin successfully installed
14:23:30: *-*-* OGRE Initialising
14:23:30: *-*-* Version 2.1.0unstable ('B')
14:23:30: D3D11 : RenderSystem Option: Allow NVPerfHUD = No
14:23:30: D3D11 : RenderSystem Option: Backbuffer Count = Auto
14:23:30: D3D11 : RenderSystem Option: Driver type = Hardware
14:23:30: D3D11 : RenderSystem Option: FSAA = 1
14:23:30: D3D11 : RenderSystem Option: Fast Shader Build Hack = Yes
14:23:30: D3D11 : RenderSystem Option: Floating-point mode = Fastest
14:23:30: D3D11 : RenderSystem Option: Full Screen = Yes
14:23:30: D3D11 : RenderSystem Option: Information Queue Exceptions Bottom Level = No information queue exceptions
14:23:30: D3D11 : RenderSystem Option: Max Requested Feature Levels = 11.1
14:23:30: D3D11 : RenderSystem Option: Min Requested Feature Levels = 9.1
14:23:30: D3D11 : RenderSystem Option: Rendering Device = Intel(R) HD Graphics 630_0
14:23:30: D3D11 : RenderSystem Option: VSync = No
14:23:30: D3D11 : RenderSystem Option: VSync Interval = 1
14:23:30: D3D11 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
14:23:30: D3D11 : RenderSystem Option: sRGB Gamma Conversion = No
14:23:33: CPU Identifier & Features
14:23:33: -------------------------
14:23:33:  *   CPU ID: AuthenticAMD: AMD Athlon(tm) II X4 640 Processor
14:23:33:  *   Logical cores: 4
14:23:33:  *      SSE: yes
14:23:33:  *     SSE2: yes
14:23:33:  *     SSE3: yes
14:23:33:  *      MMX: yes
14:23:33:  *   MMXEXT: yes
14:23:33:  *    3DNOW: yes
14:23:33:  * 3DNOWEXT: yes
14:23:33:  *     CMOV: yes
14:23:33:  *      TSC: yes
14:23:33:  *      FPU: yes
14:23:33:  *      PRO: yes
14:23:33:  *       HT: no
14:23:33: -------------------------
14:23:33: *** Starting Win32GL Subsystem ***
14:23:33: GL3PlusRenderSystem::_createRenderWindow "Tutorial 02: Variable Framerate", 1024x768 windowed  miscParams: FSAA=0 externalWindowHandle=788040 gamma=true title=Tutorial 02: Variable Framerate vsync=No 
14:23:33: GL_VERSION = 3.3.0.0
14:23:33: GL_VENDOR = ATI Technologies Inc.
14:23:33: GL_RENDERER = ATI Radeon HD 5700 Series
14:23:33: GL_EXTENSIONS = 
14:23:33: GL_AMDX_debug_output
14:23:33: GL_AMDX_vertex_shader_tessellator
14:23:33: GL_AMD_conservative_depth
14:23:33: GL_AMD_debug_output
14:23:33: GL_AMD_depth_clamp_separate
14:23:33: GL_AMD_draw_buffers_blend
14:23:33: GL_AMD_multi_draw_indirect
14:23:33: GL_AMD_name_gen_delete
14:23:33: GL_AMD_performance_monitor
14:23:33: GL_AMD_pinned_memory
14:23:33: GL_AMD_query_buffer_object
14:23:33: GL_AMD_sample_positions
14:23:33: GL_AMD_seamless_cubemap_per_texture
14:23:33: GL_AMD_shader_stencil_export
14:23:33: GL_AMD_shader_trace
14:23:33: GL_AMD_texture_cube_map_array
14:23:33: GL_AMD_texture_texture4
14:23:33: GL_AMD_transform_feedback3_lines_triangles
14:23:33: GL_AMD_vertex_shader_layer
14:23:33: GL_AMD_vertex_shader_tessellator
14:23:33: GL_AMD_vertex_shader_viewport_index
14:23:33: GL_ARB_ES2_compatibility
14:23:33: GL_ARB_ES3_compatibility
14:23:33: GL_ARB_arrays_of_arrays
14:23:33: GL_ARB_base_instance
14:23:33: GL_ARB_blend_func_extended
14:23:33: GL_ARB_clear_buffer_object
14:23:33: GL_ARB_color_buffer_float
14:23:33: GL_ARB_compressed_texture_pixel_storage
14:23:33: GL_ARB_compute_shader
14:23:33: GL_ARB_conservative_depth
14:23:33: GL_ARB_copy_buffer
14:23:33: GL_ARB_depth_buffer_float
14:23:33: GL_ARB_depth_clamp
14:23:33: GL_ARB_depth_texture
14:23:33: GL_ARB_draw_buffers
14:23:33: GL_ARB_draw_buffers_blend
14:23:33: GL_ARB_draw_elements_base_vertex
14:23:33: GL_ARB_draw_indirect
14:23:33: GL_ARB_draw_instanced
14:23:33: GL_ARB_explicit_attrib_location
14:23:33: GL_ARB_explicit_uniform_location
14:23:33: GL_ARB_fragment_coord_conventions
14:23:33: GL_ARB_fragment_layer_viewport
14:23:33: GL_ARB_fragment_program
14:23:33: GL_ARB_fragment_program_shadow
14:23:33: GL_ARB_fragment_shader
14:23:33: GL_ARB_framebuffer_object
14:23:33: GL_ARB_framebuffer_sRGB
14:23:33: GL_ARB_geometry_shader4
14:23:33: GL_ARB_get_program_binary
14:23:33: GL_ARB_gpu_shader5
14:23:33: GL_ARB_gpu_shader_fp64
14:23:33: GL_ARB_half_float_pixel
14:23:33: GL_ARB_half_float_vertex
14:23:33: GL_ARB_imaging
14:23:33: GL_ARB_instanced_arrays
14:23:33: GL_ARB_internalformat_query
14:23:33: GL_ARB_invalidate_subdata
14:23:33: GL_ARB_map_buffer_alignment
14:23:33: GL_ARB_map_buffer_range
14:23:33: GL_ARB_multi_draw_indirect
14:23:33: GL_ARB_multisample
14:23:33: GL_ARB_multitexture
14:23:33: GL_ARB_occlusion_query
14:23:33: GL_ARB_occlusion_query2
14:23:33: GL_ARB_pixel_buffer_object
14:23:33: GL_ARB_point_parameters
14:23:33: GL_ARB_point_sprite
14:23:33: GL_ARB_program_interface_query
14:23:33: GL_ARB_provoking_vertex
14:23:33: GL_ARB_sample_shading
14:23:33: GL_ARB_sampler_objects
14:23:33: GL_ARB_seamless_cube_map
14:23:33: GL_ARB_separate_shader_objects
14:23:33: GL_ARB_shader_atomic_counters
14:23:33: GL_ARB_shader_bit_encoding
14:23:33: GL_ARB_shader_image_load_store
14:23:33: GL_ARB_shader_image_size
14:23:33: GL_ARB_shader_objects
14:23:33: GL_ARB_shader_precision
14:23:33: GL_ARB_shader_stencil_export
14:23:33: GL_ARB_shader_storage_buffer_object
14:23:33: GL_ARB_shader_subroutine
14:23:33: GL_ARB_shader_texture_lod
14:23:33: GL_ARB_shading_language_100
14:23:33: GL_ARB_shading_language_420pack
14:23:33: GL_ARB_shading_language_packing
14:23:33: GL_ARB_shadow
14:23:33: GL_ARB_shadow_ambient
14:23:33: GL_ARB_stencil_texturing
14:23:33: GL_ARB_sync
14:23:33: GL_ARB_tessellation_shader
14:23:33: GL_ARB_texture_border_clamp
14:23:33: GL_ARB_texture_buffer_object
14:23:33: GL_ARB_texture_buffer_object_rgb32
14:23:33: GL_ARB_texture_buffer_range
14:23:33: GL_ARB_texture_compression
14:23:33: GL_ARB_texture_compression_bptc
14:23:33: GL_ARB_texture_compression_rgtc
14:23:33: GL_ARB_texture_cube_map
14:23:33: GL_ARB_texture_cube_map_array
14:23:33: GL_ARB_texture_env_add
14:23:33: GL_ARB_texture_env_combine
14:23:33: GL_ARB_texture_env_crossbar
14:23:33: GL_ARB_texture_env_dot3
14:23:33: GL_ARB_texture_float
14:23:33: GL_ARB_texture_gather
14:23:33: GL_ARB_texture_mirrored_repeat
14:23:33: GL_ARB_texture_multisample
14:23:33: GL_ARB_texture_non_power_of_two
14:23:33: GL_ARB_texture_query_levels
14:23:33: GL_ARB_texture_query_lod
14:23:33: GL_ARB_texture_rectangle
14:23:33: GL_ARB_texture_rg
14:23:33: GL_ARB_texture_rgb10_a2ui
14:23:33: GL_ARB_texture_snorm
14:23:33: GL_ARB_texture_storage
14:23:33: GL_ARB_texture_storage_multisample
14:23:33: GL_ARB_timer_query
14:23:33: GL_ARB_transform_feedback2
14:23:33: GL_ARB_transform_feedback3
14:23:33: GL_ARB_transform_feedback_instanced
14:23:33: GL_ARB_transpose_matrix
14:23:33: GL_ARB_uniform_buffer_object
14:23:33: GL_ARB_vertex_array_bgra
14:23:33: GL_ARB_vertex_array_object
14:23:33: GL_ARB_vertex_attrib_64bit
14:23:33: GL_ARB_vertex_buffer_object
14:23:33: GL_ARB_vertex_program
14:23:33: GL_ARB_vertex_shader
14:23:33: GL_ARB_vertex_type_2_10_10_10_rev
14:23:33: GL_ARB_viewport_array
14:23:33: GL_ARB_window_pos
14:23:33: GL_ATI_draw_buffers
14:23:33: GL_ATI_envmap_bumpmap
14:23:33: GL_ATI_fragment_shader
14:23:33: GL_ATI_separate_stencil
14:23:33: GL_ATI_texture_compression_3dc
14:23:33: GL_ATI_texture_env_combine3
14:23:33: GL_ATI_texture_float
14:23:33: GL_ATI_texture_mirror_once
14:23:33: GL_EXT_abgr
14:23:33: GL_EXT_bgra
14:23:33: GL_EXT_bindable_uniform
14:23:33: GL_EXT_blend_color
14:23:33: GL_EXT_blend_equation_separate
14:23:33: GL_EXT_blend_func_separate
14:23:33: GL_EXT_blend_minmax
14:23:33: GL_EXT_blend_subtract
14:23:33: GL_EXT_compiled_vertex_array
14:23:33: GL_EXT_copy_buffer
14:23:33: GL_EXT_copy_texture
14:23:33: GL_EXT_direct_state_access
14:23:33: GL_EXT_draw_buffers2
14:23:33: GL_EXT_draw_instanced
14:23:33: GL_EXT_draw_range_elements
14:23:33: GL_EXT_fog_coord
14:23:33: GL_EXT_framebuffer_blit
14:23:33: GL_EXT_framebuffer_multisample
14:23:33: GL_EXT_framebuffer_object
14:23:33: GL_EXT_framebuffer_sRGB
14:23:33: GL_EXT_geometry_shader4
14:23:33: GL_EXT_gpu_program_parameters
14:23:33: GL_EXT_gpu_shader4
14:23:33: GL_EXT_histogram
14:23:33: GL_EXT_multi_draw_arrays
14:23:33: GL_EXT_packed_depth_stencil
14:23:33: GL_EXT_packed_float
14:23:33: GL_EXT_packed_pixels
14:23:33: GL_EXT_pixel_buffer_object
14:23:33: GL_EXT_point_parameters
14:23:33: GL_EXT_provoking_vertex
14:23:33: GL_EXT_rescale_normal
14:23:33: GL_EXT_secondary_color
14:23:33: GL_EXT_separate_specular_color
14:23:33: GL_EXT_shader_image_load_store
14:23:33: GL_EXT_shadow_funcs
14:23:33: GL_EXT_stencil_wrap
14:23:33: GL_EXT_subtexture
14:23:33: GL_EXT_texgen_reflection
14:23:33: GL_EXT_texture3D
14:23:33: GL_EXT_texture_array
14:23:33: GL_EXT_texture_buffer_object
14:23:33: GL_EXT_texture_compression_bptc
14:23:33: GL_EXT_texture_compression_latc
14:23:33: GL_EXT_texture_compression_rgtc
14:23:33: GL_EXT_texture_compression_s3tc
14:23:33: GL_EXT_texture_cube_map
14:23:33: GL_EXT_texture_edge_clamp
14:23:33: GL_EXT_texture_env_add
14:23:33: GL_EXT_texture_env_combine
14:23:33: GL_EXT_texture_env_dot3
14:23:33: GL_EXT_texture_filter_anisotropic
14:23:33: GL_EXT_texture_integer
14:23:33: GL_EXT_texture_lod
14:23:33: GL_EXT_texture_lod_bias
14:23:33: GL_EXT_texture_mirror_clamp
14:23:33: GL_EXT_texture_object
14:23:33: GL_EXT_texture_rectangle
14:23:33: GL_EXT_texture_sRGB
14:23:33: GL_EXT_texture_sRGB_decode
14:23:33: GL_EXT_texture_shared_exponent
14:23:33: GL_EXT_texture_snorm
14:23:33: GL_EXT_texture_storage
14:23:33: GL_EXT_texture_swizzle
14:23:33: GL_EXT_timer_query
14:23:33: GL_EXT_transform_feedback
14:23:33: GL_EXT_vertex_array
14:23:33: GL_EXT_vertex_array_bgra
14:23:33: GL_EXT_vertex_attrib_64bit
14:23:33: GL_IBM_texture_mirrored_repeat
14:23:33: GL_KTX_buffer_region
14:23:33: GL_NV_blend_square
14:23:33: GL_NV_conditional_render
14:23:33: GL_NV_copy_depth_to_color
14:23:33: GL_NV_copy_image
14:23:33: GL_NV_explicit_multisample
14:23:33: GL_NV_float_buffer
14:23:33: GL_NV_half_float
14:23:33: GL_NV_primitive_restart
14:23:33: GL_NV_texgen_reflection
14:23:33: GL_NV_texture_barrier
14:23:33: GL_SGIS_generate_mipmap
14:23:33: GL_SGIS_texture_edge_clamp
14:23:33: GL_SGIS_texture_lod
14:23:33: GL_SUN_multi_draw_arrays
14:23:33: GL_WIN_swap_hint
14:23:33: WGL_EXT_swap_control
14:23:33: 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
14:23:33: **************************************
14:23:33: ***   OpenGL 3+ Renderer Started   ***
14:23:33: **************************************
14:23:33: Registering ResourceManager for type GpuProgram
14:23:33: GL3+: Using FBOs for rendering to textures
14:23:33: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_A8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8B8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R11G11B10_FLOAT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8B8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8B8A8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16B16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16B16A16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R32G32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R32G32B32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R32G32B32A32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8B8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8B8A8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16B16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16B16A16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R32G32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R32G32B32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R32G32B32A32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_RG8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8B8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R8G8B8A8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16B16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: FBO PF_R16G16B16A16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8 
14:23:33: [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_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 
14:23:33: RenderSystem capabilities
14:23:33: -------------------------
14:23:33: RenderSystem Name: OpenGL 3+ Rendering Subsystem
14:23:33: GPU Vendor: unknown
14:23:33: Device Name: ATI Radeon HD 5700 Series
14:23:33: Driver Version: 3.3.0.0
14:23:33:  * Fixed function pipeline: no
14:23:33:  * Hardware generation of mipmaps: yes
14:23:33:  * Texture blending: yes
14:23:33:  * Anisotropic texture filtering: yes
14:23:33:  * Dot product texture operation: yes
14:23:33:  * Cube mapping: yes
14:23:33:  * Hardware stencil buffer: yes
14:23:33:    - Stencil depth: 8
14:23:33:    - Two sided stencil support: yes
14:23:33:    - Wrap stencil values: yes
14:23:33:  * Hardware vertex / index buffers: yes
14:23:33:  * 32-bit index buffers: yes
14:23:33:  * Vertex programs: yes
14:23:33:  * Number of floating-point constants for vertex programs: 16384
14:23:33:  * Number of integer constants for vertex programs: 16384
14:23:33:  * Number of boolean constants for vertex programs: 16384
14:23:33:  * Fragment programs: yes
14:23:33:  * Number of floating-point constants for fragment programs: 16384
14:23:33:  * Number of integer constants for fragment programs: 16384
14:23:33:  * Number of boolean constants for fragment programs: 16384
14:23:33:  * Geometry programs: yes
14:23:33:  * Number of floating-point constants for geometry programs: 16384
14:23:33:  * Number of integer constants for geometry programs: 16384
14:23:33:  * Number of boolean constants for geometry programs: 16384
14:23:33:  * Tessellation Hull programs: yes
14:23:33:  * Number of floating-point constants for tessellation hull programs: 16384
14:23:33:  * Number of integer constants for tessellation hull programs: 16384
14:23:33:  * Number of boolean constants for tessellation hull programs: 16384
14:23:33:  * Tessellation Domain programs: yes
14:23:33:  * Number of floating-point constants for tessellation domain programs: 16384
14:23:33:  * Number of integer constants for tessellation domain programs: 16384
14:23:33:  * Number of boolean constants for tessellation domain programs: 16384
14:23:33:  * Compute programs: yes
14:23:33:  * Number of floating-point constants for compute programs: 1024
14:23:33:  * Number of integer constants for compute programs: 1024
14:23:33:  * Number of boolean constants for compute programs: 1024
14:23:33:  * Supported Shader Profiles: glsl glsl130 glsl140 glsl150 glsl330 glsl400 glsl410 glsl420
14:23:33:  * Texture Compression: yes
14:23:33:    - DXT: yes
14:23:33:    - VTC: no
14:23:33:    - PVRTC: no
14:23:33:    - ATC: no
14:23:33:    - ETC1: no
14:23:33:    - ETC2: yes
14:23:33:    - BC4/BC5: yes
14:23:33:    - BC6H/BC7: yes
14:23:33:    - ASTC: no
14:23:33:  * Hardware Occlusion Query: yes
14:23:33:  * User clip planes: yes
14:23:33:  * VET_UBYTE4 vertex element type: yes
14:23:33:  * Infinite far plane projection: yes
14:23:33:  * Hardware render-to-texture: yes
14:23:33:  * Floating point textures: yes
14:23:33:  * Non-power-of-two textures: yes
14:23:33:  * 1d textures: yes
14:23:33:  * Volume textures: yes
14:23:33:  * Max Texture resolution (2D) 16384
14:23:33:  * Max Texture resolution (3D) 8192
14:23:33:  * Max Texture resolution (Cubemaps) 16384
14:23:33:  * Multiple Render Targets: 8
14:23:33:    - With different bit depths: yes
14:23:33:  * Point Sprites: yes
14:23:33:  * Extended point parameters: yes
14:23:33:  * Max Point Size: 63
14:23:33:  * Vertex texture fetch: yes
14:23:33:  * Number of world matrices: 0
14:23:33:  * Number of texture units: 16
14:23:33:  * Stencil buffer depth: 8
14:23:33:  * Number of vertex blend matrices: 0
14:23:33:    - Max vertex textures: 16
14:23:33:    - Vertex textures shared: yes
14:23:33:  * Render to Vertex Buffer : yes
14:23:33:  * Hardware Atomic Counters: yes
14:23:33:  * GL 1.5 without VBO workaround: no
14:23:33:  * Frame Buffer objects: yes
14:23:33:  * Frame Buffer objects (ARB extension): no
14:23:33:  * Frame Buffer objects (ATI extension): no
14:23:33:  * PBuffer support: no
14:23:33:  * GL 1.5 without HW-occlusion workaround: no
14:23:33:  * Vertex Array Objects: yes
14:23:33:  * Separate shader objects: no
14:23:33: Registering ResourceManager for type Texture
14:23:33: Using FSAA.
14:23:33: DefaultWorkQueue('Root') initialising on thread main.
14:23:33: Particle Renderer Type 'billboard' registered
14:23:33: OverlayElementFactory for type Panel registered.
14:23:33: OverlayElementFactory for type BorderPanel registered.
14:23:33: OverlayElementFactory for type TextArea registered.
14:23:33: Registering ResourceManager for type Font
14:23:33: Creating resource group Essential
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/packs/DebugPack.zip' of type 'Zip' to resource group 'Essential'
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/2.0/scripts/materials/Common' of type 'FileSystem' to resource group 'General'
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/2.0/scripts/materials/Common/GLSL' of type 'FileSystem' to resource group 'General'
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/2.0/scripts/materials/Common/HLSL' of type 'FileSystem' to resource group 'General'
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/2.0/scripts/materials/Common/Metal' of type 'FileSystem' to resource group 'General'
14:23:33: Creating resource group Popular
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/2.0/scripts/Compositors' of type 'FileSystem' to resource group 'Popular'
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/models' of type 'FileSystem' to resource group 'Popular'
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/materials/textures' of type 'FileSystem' to resource group 'Popular'
14:23:33: Added resource location 'F:/Ogre/ogre_src_v2-1-robocze_2018_08_06/Samples/Media/materials/textures/Cubemaps' of type 'FileSystem' to resource group 'Popular'
14:23:33: Parsing scripts for resource group Autodetect
14:23:33: Finished parsing scripts for resource group Autodetect
14:23:33: Creating resources for group Autodetect
14:23:33: All done
14:23:33: Parsing scripts for resource group Essential
14:23:33: Parsing script Materials.material
14:23:33: Parsing script DebugFont.fontdef
14:23:33: Finished parsing scripts for resource group Essential
14:23:33: Creating resources for group Essential
14:23:33: All done
14:23:33: Parsing scripts for resource group General
14:23:33: Parsing script Quad.program
14:23:33: Parsing script Copyback.material
14:23:33: Parsing script DepthUtils.material
14:23:33: Parsing script DPSM.material
14:23:33: Parsing script EsmGaussianBlurLogFilter.material
14:23:33: Parsing script EsmGaussianBlurLogFilter.material.json
14:23:33: Parsing script Mipmaps.material.json
14:23:33: Finished parsing scripts for resource group General
14:23:33: Creating resources for group General
14:23:33: All done
14:23:33: Parsing scripts for resource group Internal
14:23:33: Finished parsing scripts for resource group Internal
14:23:33: Creating resources for group Internal
14:23:33: All done
14:23:33: Parsing scripts for resource group Popular
14:23:33: Parsing script LocalCubemaps.compositor
14:23:33: Parsing script PbsMaterials.compositor
14:23:33: Parsing script PlanarReflections.compositor
14:23:33: Parsing script ScreenSpaceReflections.compositor
14:23:33: Parsing script ShadowMapDebugging.compositor
14:23:33: Parsing script StaticShadowMaps.compositor
14:23:33: Parsing script StencilTest.compositor
14:23:33: Parsing script StereoRendering.compositor
14:23:33: Parsing script TutorialSky_Postprocess.compositor
14:23:33: Parsing script TutorialUav01_Setup.compositor
14:23:33: Parsing script TutorialUav02_Setup.compositor
14:23:33: Parsing script Tutorial_DynamicCubemap.compositor
14:23:33: Parsing script Tutorial_ReconstructPosFromDepth.compositor
14:23:33: Parsing script Tutorial_Terrain.compositor
14:23:33: Finished parsing scripts for resource group Popular
14:23:33: Creating resources for group Popular
14:23:33: All done
14:23:33: Mesh: Loading Cube_d.mesh.
14:23:33: WARNING: Cube_d.mesh is an older format ([MeshSerializer_v2.1 R1]); you should upgrade it as soon as possible using the OgreMeshTool tool.
14:23:33: Font DebugFont using texture size 512x512
14:23:33: Info: Freetype returned null for character 127 in font DebugFont
14:23:33: Info: Freetype returned null for character 128 in font DebugFont
14:23:33: Info: Freetype returned null for character 129 in font DebugFont
14:23:33: Info: Freetype returned null for character 130 in font DebugFont
14:23:33: Info: Freetype returned null for character 131 in font DebugFont
14:23:33: Info: Freetype returned null for character 132 in font DebugFont
14:23:33: Info: Freetype returned null for character 133 in font DebugFont
14:23:33: Info: Freetype returned null for character 134 in font DebugFont
14:23:33: Info: Freetype returned null for character 135 in font DebugFont
14:23:33: Info: Freetype returned null for character 136 in font DebugFont
14:23:33: Info: Freetype returned null for character 137 in font DebugFont
14:23:33: Info: Freetype returned null for character 138 in font DebugFont
14:23:33: Info: Freetype returned null for character 139 in font DebugFont
14:23:33: Info: Freetype returned null for character 140 in font DebugFont
14:23:33: Info: Freetype returned null for character 141 in font DebugFont
14:23:33: Info: Freetype returned null for character 142 in font DebugFont
14:23:33: Info: Freetype returned null for character 143 in font DebugFont
14:23:33: Info: Freetype returned null for character 144 in font DebugFont
14:23:33: Info: Freetype returned null for character 145 in font DebugFont
14:23:33: Info: Freetype returned null for character 146 in font DebugFont
14:23:33: Info: Freetype returned null for character 147 in font DebugFont
14:23:33: Info: Freetype returned null for character 148 in font DebugFont
14:23:33: Info: Freetype returned null for character 149 in font DebugFont
14:23:33: Info: Freetype returned null for character 150 in font DebugFont
14:23:33: Info: Freetype returned null for character 151 in font DebugFont
14:23:33: Info: Freetype returned null for character 152 in font DebugFont
14:23:33: Info: Freetype returned null for character 153 in font DebugFont
14:23:33: Info: Freetype returned null for character 154 in font DebugFont
14:23:33: Info: Freetype returned null for character 155 in font DebugFont
14:23:33: Info: Freetype returned null for character 156 in font DebugFont
14:23:33: Info: Freetype returned null for character 157 in font DebugFont
14:23:33: Info: Freetype returned null for character 158 in font DebugFont
14:23:33: Info: Freetype returned null for character 159 in font DebugFont
14:23:33: Info: Freetype returned null for character 160 in font DebugFont
14:23:33: Texture: DebugFontTexture: Loading 1 faces(PF_RG8,512x512x1) Internal format is PF_RG8,512x512x1.
14:23:33: Vertex Shader: 536870912VertexShader_vs
Fragment Shader: 536870912PixelShader_ps
 GLSL validation result : 
Validation warning! - Sampler value worldMatBuf has not been set.
Validation successful.
14:23:34: Vertex Shader: 1610612739VertexShader_vs
Fragment Shader: 1610612739PixelShader_ps
 GLSL validation result : 
Validation failed! - Different sampler types for same sample texture unit in fragment shader.
14:23:38: Unregistering ResourceManager for type Font
14:23:38: DefaultWorkQueue('Root') shutting down on thread main.
14:23:38: *-*-* OGRE Shutdown
14:23:38: Unregistering ResourceManager for type OldSkeleton
14:23:38: Unregistering ResourceManager for type Mesh2
14:23:38: Unregistering ResourceManager for type Mesh
14:23:38: Unregistering ResourceManager for type Material
14:23:38: Unregistering ResourceManager for type HighLevelGpuProgram
14:23:38: Uninstalling plugin: ParticleFX
14:23:38: Plugin successfully uninstalled
14:23:38: Unloading library .\Plugin_ParticleFX
14:23:38: Uninstalling plugin: GL 3+ RenderSystem
14:23:38: Unregistering ResourceManager for type GpuProgram
14:23:38: Unregistering ResourceManager for type Texture
14:23:38: *** Stopping Win32GL Subsystem ***
14:23:38: Plugin successfully uninstalled
14:23:38: Unloading library .\RenderSystem_GL3Plus
14:23:38: Uninstalling plugin: D3D11 RenderSystem
14:23:38: D3D11 : Shutting down cleanly.
14:23:38: D3D11 : Direct3D11 Rendering Subsystem destroyed.
14:23:38: Plugin successfully uninstalled
14:23:38: Unloading library .\RenderSystem_Direct3D11
0 x

User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 3776
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 134
Contact:

Re: [2.1] Problems with GLSL and HLSL after update.

Post by dark_sylinc » Sat Aug 18, 2018 5:01 pm

Hi!

The GL3+ RenderSystem on Windows is not recommended for pre-GCN AMD hardware (i.e. AMD Radeon HD 6000 series and earlier) as they have known driver issues and AMD has stopped releasing driver updates for them. The last beta driver for these cards is from 2016, and the last WHQL driver is from 2015. These GL drivers had several bugs in them which were fixed around mid 2016.

For this HW running on Windows, the D3D11 RenderSystem is recommended.

If you can bisect the changes to see when it broke (use OGRE_UNITY_BUILDS to compile Ogre faster), we may able to take a look.
0 x

przemir
Kobold
Posts: 28
Joined: Sun May 11, 2014 7:55 pm
Location: Poland
x 2

Re: [2.1] Problems with GLSL and HLSL after update.

Post by przemir » Sun Aug 19, 2018 10:40 pm

dark_sylinc wrote:
Sat Aug 18, 2018 5:01 pm
If you can bisect the changes to see when it broke (use OGRE_UNITY_BUILDS to compile Ogre faster), we may able to take a look.
Hi!

Seems like this is the commit when bad behaviour started:
https://bitbucket.org/sinbad/ogre/commi ... 91fa905a2c

and here is corresponding pull-request:
https://bitbucket.org/sinbad/ogre/pull- ... rk-on/diff
0 x

User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 3776
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 134
Contact:

Re: [2.1] Problems with GLSL and HLSL after update.

Post by dark_sylinc » Mon Aug 20, 2018 3:01 am

Oh! That's very interesting.

That commit added alternative paths for older GPUs. We detect whether your GPU supports a given path, and if not; use this new path.

Detection was malfunctioning, as shaders were checking for GL_ARB_texture_buffer_range, but C++ side was looking for GL_ARB_buffer_storage. So in your GPU which had the former but lacked the latter (a rarity, most driver/GPU combos either have both or have neither, that's why the bug wasn't spot sooner), the shaders would use the non-emulation path, but C++ would.

Fixed

Thanks for the report! and thanks for bisecting the changes!
1 x

przemir
Kobold
Posts: 28
Joined: Sun May 11, 2014 7:55 pm
Location: Poland
x 2

Re: [2.1] Problems with GLSL and HLSL after update.

Post by przemir » Mon Aug 20, 2018 7:24 pm

dark_sylinc wrote:
Mon Aug 20, 2018 3:01 am
Fixed
It works! Thanks for fixing it!
0 x

Post Reply