[Mesa-dev] [PATCH 13/15] mesa, glsl, st/dri: add a new driconf option force_glsl_version for Unigine

Marek Olšák maraeo at gmail.com
Tue Jul 30 14:11:07 PDT 2013


Hi Kenneth,

Sorry I haven't had time to test Heaven 4.0 and I'm currently using
the radeonsi driver, which only supports GL 2.1, GLSL 1.30, and it
isn't in good shape to run Heaven at the moment. Besides that, Heaven
4.0 throws an error ("X Error of failed request:  GLXBadFBConfig"),
while Heaven 3.0 at least starts and crashes in the driver due to lack
of register allocation.

Anyway, I think we should support Heaven 3.0 despite its bugs, and
that's what this patch is all about.

Marek


On Fri, Jul 19, 2013 at 7:57 PM, Kenneth Graunke <kenneth at whitecape.org> wrote:
> On 07/19/2013 08:18 AM, Marek Olšák wrote:
> [snip]
>
>> diff --git a/src/mesa/drivers/dri/common/drirc
>> b/src/mesa/drivers/dri/common/drirc
>> index 7c2d3ba..b5430ed 100644
>> --- a/src/mesa/drivers/dri/common/drirc
>> +++ b/src/mesa/drivers/dri/common/drirc
>> @@ -1,3 +1,27 @@
>> +<!--
>> +
>> +============================================
>> +Application bugs worked around in this file:
>> +============================================
>> +
>> +* Various Unigine products don't use the #version and #extension GLSL
>> +  directives, meaning they only get GLSL 1.10 and no extensions for their
>> +  shaders.
>> +  Enabling all extensions for Unigine fixes most issues, but the GLSL
>> version
>> +  is still 1.10.
>> +
>> +* Unigine Heaven 3.0 with ARB_texture_multisample uses a "ivec4 * vec4"
>> +  expression, which fails to compile with GLSL 1.10.
>> +  Adding "#version 130" fixes this.
>> +
>> +* Unigine Heaven 3.0 with ARB_shader_bit_encoding uses the uint keyword,
>> which
>> +  fails to compile with GLSL 1.10.
>> +  Adding "#version 130" fixes this.
>
>
> Have you tried Unigine Heaven 4.0?  You need to:
>
> export MESA_GL_VERSION_OVERRIDE=3.2
> export MESA_GLSL_VERSION_OVERRIDE=150
>
> but then it works fine, at least on i965, without any workarounds at all.
> It actually seems to render correctly and everything.  Heaven 3.0 never did
> (maybe I need the -ARB_shader_bit_encoding workaround too).
>
> Valley and OilRush still have one bug with blend_func_extended.
>
> --Ken


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