[Mesa-dev] [Bug 29822] New: [glsl bisected] Unigine Sanctuary v2.2: no shadows (allocation of uniforms failed)
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Thu Aug 26 11:49:41 PDT 2010
https://bugs.freedesktop.org/show_bug.cgi?id=29822
Summary: [glsl bisected] Unigine Sanctuary v2.2: no shadows
(allocation of uniforms failed)
Product: Mesa
Version: git
Platform: Other
OS/Version: All
Status: NEW
Severity: normal
Priority: medium
Component: Mesa core
AssignedTo: mesa-dev at lists.freedesktop.org
ReportedBy: drakkk at centrum.cz
Created an attachment (id=38193)
--> (https://bugs.freedesktop.org/attachment.cgi?id=38193)
full terminal output
With latest mesa git there are no shadows in Unigine Sanctuary, they were
really messed up before, now they are missing completely. git bisect showed
this:
commit 0924ba0c3496160a134d37cec800f902ae805b9c
Author: Eric Anholt <eric at anholt.net>
Date: Tue Aug 24 14:27:27 2010 -0700
ir_to_mesa: Convert this code to using linker.cpp's uniform locations.
Fixes: glsl-fs-uniform-array-4.
This is being printed into terminal, full log attached:
GLShader::compile(): Allocation of uniform `s_light_shadow_iradius' to target
failed (0 vs 9)
Allocation of uniform `color_scale' to target failed (1 vs 0)
Allocation of uniform `s_texture_13' to target failed (2 vs 1)
Allocation of uniform `s_texture_11' to target failed (3 vs 2)
Allocation of uniform `s_texture_3' to target failed (4 vs 3)
Allocation of uniform `s_texture_2' to target failed (5 vs 4)
Allocation of uniform `s_texture_1' to target failed (6 vs 5)
Allocation of uniform `s_material_phong_rim' to target failed (7 vs 6)
Allocation of uniform `s_material_shading' to target failed (8 vs 7)
Allocation of uniform `s_material_fresnel' to target failed (9 vs 8)
Material::create_shader(): can't compile
"core/shaders/meshes/vertex_base.shader" vertex shader
defines:
UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,BASE_LIGHT_PROJ
Material::create_shader(): can't compile
"core/shaders/meshes/fragment_base_light_proj.shader" fragment shader
defines:
UNKNOWN,QUALITY_LOW,QUALITY_MEDIUM,MULTISAMPLE_0,USE_INSTANCING,OPENGL,USE_PSEUDO_INSTANCING,USE_PSEUDO_TRANSFORM,PROJ,SHADOW,PHONG_RIM
This is with r300g driver, RV530, 2.6.35 kernel. Sorry about using this old
version of Unigine, the last one need GL_ARB_half_float_pixel which is not
supported in r300g.
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