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Shaders missing on my WindowsXP & ATI
10-03-2008, 02:02 PM,
#1
Shaders missing on my WindowsXP & ATI
I use the vdrift-setup-2008-08-05.exe but the game doesn't show the shaders on my machine, so most of the polygons look very dull and I'd be keen to see graphics like the screenshots show.

The stderr.txt reads :
Quote:Card supports: drawbuf4 auxbuf0 antialiasing anisotropy16 cubemapping shaders multitexturing16(8) texture_rectangle depth_texture shadow framebuffer_objects
Card does not support:
Status: Using GLEW 1.4.0
Fragment shaders enabled
----- Start Shader Log for simple -----
Fragment shader(s) linked, vertex shader(s) linked.
Validation successful.

----- End Shader Log for simple -----
Loaded shader package simple
----- Start Shader Log for full -----
Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.

----- End Shader Log for full -----
Shader compilation failure: full
Loaded shader package full
OpenGL error after shader loading is complete

[Sound etc]

It's Windows XP pro on a DELL Vostro Slim Case with ATI Radeon X1300 pro 256 MB, recent drivers.
On the same machine other OpenGL applications run fine with shaders, for example Sauerbraten (Cube II). Also Blender runs fine (not sure if it uses shaders, though). I think the OpenGL drivers work fine.

What could cause this problem?
Thanks for any help and hints.

All the best and thanks for this great game!

Richard
Reply
10-03-2008, 09:01 PM,
#2
 
Unfortunately I'm not printing out enough info to determine the problem. Do you know much about the glsl language? One option is to look at the full/fragment.glsl file and comment stuff out selectively until it compiles to try to find the problem. Another option is for me to put in more debugging info and then have you try to compile from source. Or you can wait until the next release... I bought an AMD/ATI card so I can test with that now before releasing.
Reply
10-04-2008, 03:48 AM,
#3
 
Hi Joe, and thanks for your fast reply!

joevenzon Wrote:Unfortunately I'm not printing out enough info to determine the problem. Do you know much about the glsl language?
Unfortunately not. I just know it's a C like language being used to make the graphics card calculate effects per vertex/pixel.

Quote:One option is to look at the full/fragment.glsl file and comment stuff out selectively until it compiles to try to find the problem.
I'm going to give this a try. However I don't know glsl and shaders in general. Is it possible to print out (hehe) some debug info with the full/fragment.glsl ? I suppose not.

Quote:Another option is for me to put in more debugging info and then have you try to compile from source.
Debugging info would be helpful, but unfortunately I've never compiled a C/C++ programm on my machine before... :-| I could help out with Java, though. :-)

Quote:Or you can wait until the next release... I bought an AMD/ATI card so I can test with that now before releasing.
That's good.

I've found the helpful Windoze tool GLview (M$ .Net) which prints out what the various graphic cards support (you can select not only your own card but also many others). For my ATI X1300 card (with ATI driver version 6.14.10.4396) it prints out:


Renderer: Radeon X1300/X1550 Series
Vendor: ATI Technologies Inc.
Memory: 256 MB
Version: 2.1.7769 Release
Shading language version: 1.20
Max number of light sources: 8
Max viewport size: 4096 x 4096
Max texture size: 4096 x 4096
Max anisotropy: 16
Max samples: 6
Max draw buffers: 4
Max texture coordinates: 8
Max vertex texture image units: 0


Extensions: 99

GL_AMD_performance_monitor
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_shader_texture_lod
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_vertex_array
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_ATI_render_texture_rectangle
WGL_EXT_extensions_string
WGL_EXT_framebuffer_sRGB
WGL_EXT_pixel_format_packed_float
WGL_EXT_swap_control

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (100 % - 10/10)
v2.1 (100 % - 3/3)
v3.0 (23 % - 5/21)

OpenGL driver version check (Current: 2.1.7769 Release, Latest known: 6.14.10.4396):
Outdated version of display drivers detected
According the database, you are might be not using the latest version of display drivers for your video card.

No ICD registry entry
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.

Compiled vertex array support
This feature improves OpenGL performance by using video memory to cache transformed vertices.

Multitexture support
This feature accelerates complex rendering such as lightmaps or environment mapping.

Secondary color support
This feature provides an alternate method of coloring specular highlights on polygons.

S3TC compression support
This feature improves texture mapping performance in some applications by using lossy compression.

Texture edge clamp support
This feature improves texturing quality by adding clamping control to edge texel filtering.

Vertex program support
This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

Fragment program support
This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

Texture anisotropic filtering support
This feature improves the quality of texture mapping on oblique surfaces.

Occlusion test support
This feature provides hardware accelerated culling for objects.

Point sprite support
This feature improves performance in some particle systems.

OpenGL Shading Language support
This feature enables high level shading language for shaders.

Frame buffer object support
This feature enables render to texture functionality.

Extension verification:
GL_ARB_color_buffer_float was not found, but has the entry point glClampColorARB
GL_ARB_imaging was not found, but has the entry point glBlendEquation
GL_EXT_framebuffer_blit has been added to the extensions list of Radeon X1300/X1550 Series
GL_EXT_framebuffer_multisample has been added to the extensions list of Radeon X1300/X1550 Series
GL_EXT_vertex_shader was not found, but has the entry point glBeginVertexShaderEXT
GL_EXT_vertex_shader was not found, but has the entry point glBindLightParameterEXT
GL_EXT_vertex_shader was not found, but has the entry point glBindMaterialParameterEXT
GL_EXT_vertex_shader was not found, but has the entry point glBindParameterEXT
GL_EXT_vertex_shader was not found, but has the entry point glBindTexGenParameterEXT
GL_EXT_vertex_shader was not found, but has the entry point glBindTextureUnitParameterEXT
GL_EXT_vertex_shader was not found, but has the entry point glBindVertexShaderEXT
GL_EXT_vertex_shader was not found, but has the entry point glDeleteVertexShaderEXT
GL_EXT_vertex_shader was not found, but has the entry point glDisableVariantClientStateEXT
GL_EXT_vertex_shader was not found, but has the entry point glEnableVariantClientStateEXT
GL_EXT_vertex_shader was not found, but has the entry point glEndVertexShaderEXT
GL_EXT_vertex_shader was not found, but has the entry point glExtractComponentEXT
GL_EXT_vertex_shader was not found, but has the entry point glGenSymbolsEXT
GL_EXT_vertex_shader was not found, but has the entry point glGenVertexShadersEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetInvariantBooleanvEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetInvariantFloatvEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetInvariantIntegervEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetLocalConstantBooleanvEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetLocalConstantFloatvEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetLocalConstantIntegervEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetVariantBooleanvEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetVariantFloatvEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetVariantIntegervEXT
GL_EXT_vertex_shader was not found, but has the entry point glGetVariantPointervEXT
GL_EXT_vertex_shader was not found, but has the entry point glInsertComponentEXT
GL_EXT_vertex_shader was not found, but has the entry point glIsVariantEnabledEXT
GL_EXT_vertex_shader was not found, but has the entry point glSetInvariantEXT
GL_EXT_vertex_shader was not found, but has the entry point glSetLocalConstantEXT
GL_EXT_vertex_shader was not found, but has the entry point glShaderOp1EXT
GL_EXT_vertex_shader was not found, but has the entry point glShaderOp2EXT
GL_EXT_vertex_shader was not found, but has the entry point glShaderOp3EXT
GL_EXT_vertex_shader was not found, but has the entry point glSwizzleEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantPointerEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantbvEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantdvEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantfvEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantivEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantsvEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantubvEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantuivEXT
GL_EXT_vertex_shader was not found, but has the entry point glVariantusvEXT
GL_EXT_vertex_shader was not found, but has the entry point glWriteMaskEXT
WGL_ARB_pixel_format_float has been added to the extensions list of Radeon X1300/X1550 Series
WGL_EXT_pixel_format_packed_float has been added to the extensions list of Radeon X1300/X1550 Series
GL_ARB_fragment_program_shadow was not found, but is available in driver version 6.14.10.4396
GL_ARB_vertex_blend was not found, but is available in driver version 6.14.10.4396
GL_ATI_element_array was not found, but is available in driver version 6.14.10.4396
GL_ATI_map_object_buffer was not found, but is available in driver version 6.14.10.4396
GL_ATI_texture_mirror_once was not found, but is available in driver version 6.14.10.4396
GL_ATI_vertex_array_object was not found, but is available in driver version 6.14.10.4396
GL_ATI_vertex_attrib_array_object was not found, but is available in driver version 6.14.10.4396
GL_ATI_vertex_streams was not found, but is available in driver version 6.14.10.4396
GL_ATIX_texture_env_combine3 was not found, but is available in driver version 6.14.10.4396
GL_ATIX_texture_env_route was not found, but is available in driver version 6.14.10.4396
GL_ATIX_vertex_shader_output_point_size was not found, but is available in driver version 6.14.10.4396
GL_EXT_clip_volume_hint was not found, but is available in driver version 6.14.10.4396
GL_EXT_vertex_shader was not found, but is available in driver version 6.14.10.4396
GL_HP_occlusion_test was not found, but is available in driver version 6.14.10.4396
GL_NV_occlusion_query was not found, but is available in driver version 6.14.10.4396
GL_S3_s3tc was not found, but is available in driver version 6.14.10.4396
GL_SGI_color_matrix was not found, but is available in driver version 6.14.10.4396
GL_SGIS_multitexture was not found, but is available in driver version 6.14.10.4396
GL_SGIS_texture_border_clamp was not found, but is available in driver version 6.14.10.4396
GL_SUN_multi_draw_arrays was not found, but is available in driver version 6.14.10.4396


However, I'm not sure if this is helpful in any way what's concerning the shader problem...
Reply
10-04-2008, 12:51 PM,
#4
 
Okay, I fiddled around with the shaders on my ATI-powered computer and made some changes to get them to compile. You can download the updated data/shaders/full/*.glsl files here:

http://vdrift.svn.sourceforge.net/viewvc...ders/full/

With my 4850HD I get 100-200 FPS running at 1280x1024 and everything set to the highest settings. I'm not sure how well your card will perform, let me know.

Note that motion blur doesn't work correctly so keep that turned off. Keep shadows turned on, otherwise it will select a different shader that I haven't fixed yet. You can fiddle with the other settings to get a playable framerate (hopefully).
Reply
10-08-2008, 10:44 AM,
#5
 
joevenzon Wrote:Okay, I fiddled around with the shaders on my ATI-powered computer and made some changes to get them to compile. You can download the updated data/shaders/full/*.glsl files here:

http://vdrift.svn.sourceforge.net/viewvc...ders/full/

With my 4850HD I get 100-200 FPS running at 1280x1024 and everything set to the highest settings. I'm not sure how well your card will perform, let me know.

Note that motion blur doesn't work correctly so keep that turned off. Keep shadows turned on, otherwise it will select a different shader that I haven't fixed yet. You can fiddle with the other settings to get a playable framerate (hopefully).

Hi Joe and thanks for your help!

The good news:
Now the shader's reflection effects are there and look great!

The not-so-good news:
My ingame frame rate dropped from ~ 50-60 fps to ~ 10 fps... (in the menu it's about 60-70 fps.) This I don't understand...
When I restore the fragment.glsl with the old version which produces errors, the fps increase again to ~ 50-60 fps (because shaders aren't wortking then, I suppose).

This is all with 1280x1024 and everything set to highest settings.
Setting the options to lowest did just bring a 2-3 fps increase. So I guess it's something to do with the shaders.
Reply
10-09-2008, 11:58 AM,
#6
 
Doh, I was afraid of that. I read up on the X1300 a bit and although it's a somewhat recent card it looks like it's a low-midrange model. Make sure you turn off Anti-aliasing and maybe try a lower resolution. Other than that, the only other option is to turn off shadows -- see if that keeps the cars shiny (so, the no-shadow shaders compile fine), or if it ends up disabling shaders and making everything look flat (the no-shadow shaders fail to compile).
Reply
10-09-2008, 12:20 PM,
#7
 
By the way, for comparison my nvidia 7600 GS would get about 25 FPS with all settings set to high at 1024x768 on Paul Ricard w/ the TL2 car. My 7900 GT gets 32, same settings & track. It's pretty dependent on the track. The main slowdown is the shadowing. I'll try to be more generous with shadow detail settings in future releases.
Reply
10-10-2008, 11:41 AM,
#8
 
joevenzon Wrote:I read up on the X1300 a bit and although it's a somewhat recent card
Indeed; it's one of those being inside DELL's new (=2007) Vostro. With 256 MB V-RAM I thought I'd be OK, but you're right, it's just :

Quote:it looks like it's a low-midrange model.
Unfortunately.

Quote:Make sure you turn off Anti-aliasing and maybe try a lower resolution. Other than that, the only other option is to turn off shadows -- see if that keeps the cars shiny (so, the no-shadow shaders compile fine),
Disabling Anti-aliasing and shadows improved a lot: jumps from ~10-12 fps to 25-35 fps, with the cars all shiny. So I can play the game again.
All the other settings I kept to maxium, because lowering the option values didn't bring a single frame increase.

Thanks again for your help.
Reply
10-11-2008, 10:59 AM,
#9
 
Excellent, I'm glad you found some settings that work for you.
Reply


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