Built-in shaders failed

Get support for Unvanquished.
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diabolik
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Re: Built-in shaders failed

Post by diabolik »

Thanks for your response, but I hope you are wrong :confused:
Let's wait a technical advice from developers.
Bye

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illwieckz
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Re: Built-in shaders failed

Post by illwieckz »

Hmmm, there is something strange, there is already explicit code in 0.41 release to not load the SSAO shader if the GL_ARB_texture_gather extension is not supported.

Code: Select all

	if (r_ssao->integer > 0)
	{
		if (GLEW_ARB_texture_gather)
			gl_shaderManager.load(gl_ssaoShader);
		else
			Log::Warn("SSAO not used because GL_ARB_texture_gather is not available.");
	}

I don't know what is happening… :confused:

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illwieckz
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Re: Built-in shaders failed

Post by illwieckz »

So, I've done some tests on a Linux computer I know to not have the ARB_texture_gather too, when I try to launch Unvanquished, I get:

SDL using driver "x11"
Initializing OpenGL display
Display aspect: 1.333
...setting mode -2:
1024 768
]ATTENTION: option value of option force_s3tc_enable ignored.
ATTENTION: option value of option force_s3tc_enable ignored.
Using 24 Color bits, 24 depth, 8 stencil display.
Using GLEW 1.12.0
Using enhanced (GL3) Renderer in GL 2.x mode...
Available modes: '640x480 800x600 1024x768 '
GL_RENDERER: Mesa DRI Intel(R) 965GM
Detected graphics driver class 'Mesa'
Detected graphics hardware class 'generic'
Initializing OpenGL extensions
...ignoring GL_ARB_debug_output
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader
...using GL_ARB_shading_language_100
...found shading language version 120
...using GL_ARB_depth_texture
...using GL_ARB_texture_cube_map
...using GL_ARB_half_float_pixel
...using GL_ARB_texture_float
...using GL_ARB_texture_rg
...ignoring GL_ARB_texture_compression
...ignoring GL_EXT_texture_compression_s3tc
...using GL_ARB_texture_non_power_of_two
...using GL_SGIS_generate_mipmap
...using GL_EXT_texture_filter_anisotropic
...using GL_ARB_vertex_buffer_object
...using GL_ARB_half_float_vertex
...using GL_ARB_framebuffer_object
...using GL_ARB_shader_objects
...using GL_ARB_occlusion_query
...using GL_ARB_draw_buffers
...GL_GREMEDY_string_marker not found
...GL_ARB_get_program_binary found, but with no binary formats
...using GL_ARB_buffer_storage
...using GL_ARB_map_buffer_range
...using GL_ARB_sync
Warn: SSAO not used because GL_ARB_texture_gather is not available.
glsl shaders took 8876 msec to build

So, the SSAO shader was automagically disabled on my old computer.

diabolik, can you double check you are running Unvanquished 0.41.0, if yes, it can means there was a problem in the Windows build.

Last edited by illwieckz on Thu Jul 16, 2015 7:00 pm UTC, edited 1 time in total.
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illwieckz
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Re: Built-in shaders failed

Post by illwieckz »

Oh, your log said you are running the 0.41.0 binary along the 0.41.0 package… :bugeyes:

Code: Select all

Unvanquished 0.41 Windows x86 Jul  5 2015
cmdline:
^3Warn: Ignoring path C:\Users\smart\Documents\My Games\Unvanquished/pkg: Le fichier spécifié est introuvable
Home path: C:\Users\smart\Documents\My Games\Unvanquished
Pak search path: C:\Program Files\Unvanquished\pkg
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.41.0.pk3'...
[…]
Fragment shader failed to compile with the following errors:
ERROR: 0:24: error(#61) Required extension isn't found, extension 'GL_ARB_texture_gather' is not supported
ERROR: error(#273) 1 compilation errors.  No code generated
^1 Error: Built-in shaders failed: Couldn't compile fragment shader: ssao
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diabolik
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Re: Built-in shaders failed

Post by diabolik »

up

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illwieckz
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Re: Built-in shaders failed

Post by illwieckz »

I'm sorry there is something very strange. I've checked if the code that disable the ssao shader is in both win32 and win64 0.41.0 builds an yes, the 0.41.0 builds for windows contains a special code to not try to compile the ssao shader if the graphic card does not support it.

This is very strange because you can only have the ssao shader compilation if your graphic card support it, so you can only have a failure in ssao shader compilation if your graphic card knows it. There is something wrong somewhere, like if the driver answers that your graphic card can do it and can't do it at the same time. :confused:

I've tried to run unvanquished 0.41.0 on a graphic card that does not support the extension needed by ssao (like your graphic card), and unvanquished just ignore it because it recognize the extension is missing so it does not try nothing, and unvanquished launchs well. :confused:

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diabolik
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Re: Built-in shaders failed

Post by diabolik »

Hello illwieckz

I really appreciate all the work you've done to help me :thumbup:

Can I ask you a last service man ? => PM me when 0.42 will be out and I'll make again the installation.

On the other side, I see my HD4850 is high-temperature when 3D : 85°C !!! So if I don't want this old card to burn/destroy my new computer (motherboard Maximus VII ranger), I must buy another one.

Thanks again, and good luck for Unvanquished project, I will bring you wolfenstein players for sure ! :beer:

Offtopic it's very fun I say my card is "old", story: a friend of mine gave it to me some years ago, but I couldn't plug it on my previous computer (Pentium4 - 2,5GB - nVidia7600GT AGP 8x) so the card was in my bedroom without using until last month I bought new PC, and I've always considered it as the "new" card :smile:

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illwieckz
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Re: Built-in shaders failed

Post by illwieckz »

Can I ask you a last service man ? => PM me when 0.42 will be out and I'll make again the installation.

Yes I can, next date is Sunday, 2015-08-02, 00:00 UTC (in 1 weeks, 6 days). I can remind you If you want, but it will be better to find what is happened in your computer to be sure it will not reproduce in 0.42.0… :tongue:

Offtopic it's very fun I say my card is "old", story: a friend of mine gave it to me some years ago, but I couldn't plug it on my previous computer (Pentium4 - 2,5GB - nVidia7600GT AGP 8x) so the card was in my bedroom without using until last month I bought new PC, and I've always considered it as the "new" card

I know what it is, I was still using a Pentium3 6 years ago, and the integrated GPU card alongside the CPU was only able to render full screen opengl (1024x768) in 16 bit colors, even tremulous was playable on it only with some magic, so any PCIe GPU sounds “new” to me. :tongue:

The integrated GPU was only able to allocate 8Mb of shared video memory, my current GPU has 3Gb of dedicated memory, I can't know where “new” begins between these two values. Everything sounds “new” to me if it's not AGP. :grin:

Thanks again, and good luck for Unvanquished project, I will bring you wolfenstein players for sure !

Nice, I hope you will be able to play Unvanquished soon. Do you play ET:Legacy or are you still using the vanilla engine?

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diabolik
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Re: Built-in shaders failed

Post by diabolik »

OK I'll be back the 2nd of August :beer:

Yes I use Legacy sometimes, cause I have so many installations of ET on my computer :cool:

Happy holydays and be careful hot weather sun everywhere (not only inside PC lol) :cool:

Bye everybody

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illwieckz
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Re: Built-in shaders failed

Post by illwieckz »

Hi diabolik, the 0.42.0 release is there and the ssao shader loading bug is fixed. :grin:

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