[Nouveau] [Bug 95095] NV46 (G72) Full screen artifacts in Freespace 2 SW OT mod
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bugzilla-daemon at freedesktop.org
Sun May 29 13:01:43 UTC 2016
https://bugs.freedesktop.org/show_bug.cgi?id=95095
--- Comment #5 from Mauro Rossi <issor.oruam at gmail.com> ---
Created attachment 124156
--> https://bugs.freedesktop.org/attachment.cgi?id=124156&action=edit
Screenshots of qapitrace retracer error log
This is a merge of two screen snapshots of qapitrace error logs
It is provided to check about the following errors.
GL_INVALID_VALUE on glTexImage2D(InternalFormat=GL_RGBA16F)
Comment, this seems mixed formats, is it correct?
GL_INVALID_ENUM on glFramebufferTexture2D(invalid attachment
GL_COLOR_ATTACHMENT4)
GL_INVALID_FRAMEBUFFER_OPERATION
and the shader compilers errors, with one referring to mat3 requiring
GLSL1.20and HW TNL is GLSL1.10 on nouveau, while on Windows GLSL is 1.20
(looking at GPU capsviewer)
Does this mean that the root cause of "exploding in the face" X-Wing shaders is
GLSL version and by using SW_TNL and exposing forces GLSL 1.20 is a workaround?
The problem is that with SW_TNL the fs2_open does not work with full assets of
a mission.
Is there a way to normalize by approximation in HW_TNL (just asking I don't
even fully know what I'm saying..) or by using less articulated models.
Ilia, I remember you were saying that this models are huge for a space combat
simulation.
What would be the requirement to be compatible with current nouveau nv30?
What formats?
GLSL 1.10 only shaders?
Thanks
Mauro
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