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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Metro: Last Light rendering issues"
href="https://bugs.freedesktop.org/show_bug.cgi?id=71870#c22">Comment # 22</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Metro: Last Light rendering issues"
href="https://bugs.freedesktop.org/show_bug.cgi?id=71870">bug 71870</a>
from <span class="vcard"><a class="email" href="mailto:andreas.pokorny@gmail.com" title="Andreas Pokorny <andreas.pokorny@gmail.com>"> <span class="fn">Andreas Pokorny</span></a>
</span></b>
<pre>Nope, your trace will work in both cases. I tried the trace from your system:
It begins with warnings regarding __, and then:
0 14363 glLinkProgram(program = 616)
14363: warning: error: linking with uncompiled shader
14365: glDebugOutputCallback: High severity API error 1, GL_INVALID_OPERATION
in glGetUniformLocation(program not linked)
0 14365 glGetUniformLocation(program = 616, name = "m_W") = -1
14365: warning: glGetError(glGetUniformLocation) = GL_INVALID_OPERATION
14366: glDebugOutputCallback: High severity API error 1, GL_INVALID_OPERATION
in glGetUniformLocation(program not linked)
0 14366 glGetUniformLocation(program = 616, name = "m_iW") = -1
14366: warning: glGetError(glGetUniformLocation) = GL_INVALID_OPERATION
14367: glDebugOutputCallback: High severity API error 1, GL_INVALID_OPERATION
in glGetUniformLocation(program not linked)
.. and a lot more of that.
Then during rendering:
16650435: glDebugOutputCallback: Medium severity API performance issue 9,
Stalling on the GPU for mapping a busy buffer object
16652177: glDebugOutputCallback: Medium severity API performance issue 12,
Flushing before mapping a referenced bo.
16652177: glDebugOutputCallback: Medium severity API performance issue 11,
Mapping a busy BO, causing a stall on the GPU.
16656049: glDebugOutputCallback: High severity API error 1,
GL_INVALID_OPERATION in glUseProgram(program 1716 not linked)
0 16656049 glUseProgram(program = 1716)
16656049: warning: glGetError(glUseProgram) = GL_INVALID_OPERATION
The light passes show up correctly on screen. But the gamma value is far too
high.
So that means Metro LL uses different shaders or assembles shaders in a
different way depending on the GL version/vendor/extension info provided by the
driver?</pre>
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