[Mesa-users] missing shadows with Intel HD 4000

Brian Paul brianp at vmware.com
Fri Mar 29 08:34:32 PDT 2013


On 03/29/2013 06:18 AM, Gilles Baatz wrote:
> Hi,
>
> I want to play a Game (Kerbal Space Program) under Xubuntu 12.10 with
> my Intel HD 4000 using the i915 driver.
> Unfortunately the shadows are missing in the game. In the log of the
> game it is stated:
>
> OpenGL:
> Version: OpenGL 3.0 [3.0 Mesa 9.2-devel]
> Renderer: Mesa DRI Intel(R) Ivybridge Mobile x86/MMX/SSE2
> Vendor: Intel Open Source Technology Center
> VRAM: 256 MB
> Extensions: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra
> GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract
> GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture
> GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array
> GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip
> GL_ARB_point_parameters GL_EXT_draw_range_elements
> GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal
> GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp
> GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp
> GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB
> GL_ARB_multitexture GL_EXT_framebuffer_sRGB
> GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat
> GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map
> GL_ARB_texture_env_add GL_ARB_transpose_matrix
> GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays
> GL_EXT_secondary_color GL_EXT_texture_env_add
> GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias
> GL_INGR_blend_func_separate GL_NV_blend_square
> GL_NV_light_max_exponent GL_NV_texgen_reflection
> GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays
> GL_ARB_texture_border_clamp GL_ARB_texture_compression
> GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc
> GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos
> GL_NV_packed_depth_stencil GL_NV_texture_rectangle
> GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow
> GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
> GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
> GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_EXT_stencil_two_side
> GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels
> GL_APPLE_vertex_array_object GL_ARB_draw_buffers
> GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects
> GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers
> GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs
> GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture
> GL_NV_primitive_restart GL_ARB_depth_clamp
> GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel
> GL_ARB_occlusion_query2 GL_ARB_point_sprite
> GL_ARB_shading_language_100 GL_ARB_sync
> GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object
> GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate
> GL_OES_read_format GL_ARB_color_buffer_float
> GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc
> GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float
> GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1
> GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle
> GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent
> GL_ARB_framebuffer_object GL_EXT_framebuffer_blit
> GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil
> GL_APPLE_object_purgeable GL_ARB_vertex_array_object
> GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced
> GL_EXT_gpu_program_parameters GL_EXT_texture_array
> GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query
> GL_OES_EGL_image GL_MESA_texture_array GL_ARB_copy_buffer
> GL_ARB_depth_buffer_float GL_ARB_draw_instanced
> GL_ARB_half_float_vertex GL_ARB_instanced_arrays
> GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle
> GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects
> GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra
> GL_NV_conditional_render GL_AMD_draw_buffers_blend
> GL_ARB_ES2_compatibility GL_ARB_blend_func_extended
> GL_ARB_debug_output GL_ARB_draw_buffers_blend
> GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location
> GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex
> GL_ARB_sampler_objects GL_ARB_seamless_cube_map
> GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array
> GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object
> GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex
> GL_EXT_texture_snorm GL_MESA_texture_signed_rgba
> GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_shader_bit_encoding
> GL_ARB_timer_query GL_ANGLE_texture_compression_dxt3
> GL_ANGLE_texture_compression_dxt5 GL_ARB_internalformat_query
> GL_ARB_shading_language_packing GL_ARB_texture_storage
> GL_EXT_transform_feedback GL_ARB_ES3_compatibility
> GL_ARB_invalidate_subdata
> GLX Extensions: GLX_ARB_create_context GLX_ARB_create_context_profile
> GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context
> GLX_EXT_visual_info GLX_EXT_visual_rating
> GLX_EXT_create_context_es2_profile GLX_MESA_copy_sub_buffer
> GLX_MESA_multithread_makecurrent GLX_MESA_swap_control
> GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read
> GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample
> GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group
> GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event
> Setting maxVSyncInterval to 4
> GL: disabling shadows on Intel 9xx (buggy)
>
>
> The last line obviously explains what's going on: GL: disabling
> shadows on Intel 9xx (buggy)

My guess is that's coming from the game, not the driver.  They may 
have tested an earlier version of the driver and found the bug but it 
might be fixed by now.


> Therefor I tried different Mesa 9 versions (and updated the Kernel
> etc...) but with no result.
>
> I also googled for "GL: disabling shadows on Intel 9xx (buggy)", but
> the results are very modest.
>
> So my questions is, what is the status with this bug? Will it be
> resolved soon or is there already a workaround?
>
> I am also wondering, that I found nearly nothing, when I looked for
> the line above. I mean the HD 4000 should be common and shadows in
> games are quite common too.
>
> (I hope this is the right place for this topic.)

You might want to file a Mesa bug for this.  Otherwise, contact the 
game developer to see why shadows are getting disabled.  Maybe they 
need to test with a newer version of the driver and remove the shadow 
restriction.

-Brian


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