[Mesa-users] missing shadows with Intel HD 4000

Gilles Baatz baatzgilles at gmail.com
Fri Mar 29 08:44:44 PDT 2013


On 03/29/2013 04:34 PM, Brian Paul wrote:
> 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
Thanks.
I wrote in their forum 
(http://forum.kerbalspaceprogram.com/showthread.php/47235-Shadows-on-linux) 
but I am still waiting for a reply.
If they neither do not know what's going on, I will report it as Mesa bug.

- Gilles


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