Weird Sudden OpenGL Incompatibility
#11
I disabled openGL support on windows Intel because of driver issue. Maybe they fix it.

If you know how to compile PCSX2, you can really help me.

Please edit GLLoader.cpp around line 398. Remove those 4 lines.
Code:
#ifdef _WINDOWS
        if (intel_buggy_driver)
            return false; // too much buggy no need to check anything.
#endif

Recompile in dev mode (not release).

The initial error aren't important. It is because GSdx fails to load some 4.5 optional features. If it doesn't work. There is a builtin shader compilation self-test. You can enable it by adding this option in GSdx.ini
Code:
debug_glsl_shader = 2
Don't forget to remove it if you really want to play a game Tongue2

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#12
if someone compiles this i wanna try it also >.< (so i can test it in an intel hd 5500)
OS: Win 7 Ultimate x64 sp1, MoBo: Asus P5QD Turbo, CPU: Q6600 @ 3,0Ghz, RAM: Trancend 2x2gb 6-6-6-18 800 MHz, GPU: HD 4850 1gb.
Pcsx2: Always Latest
#13
(08-17-2015, 09:49 AM)gregory Wrote: I disabled openGL support on windows Intel because of driver issue. Maybe they fix it.

If you know how to compile PCSX2, you can really help me.

Please edit GLLoader.cpp around line 398. Remove those 4 lines.
Code:
#ifdef _WINDOWS
        if (intel_buggy_driver)
            return false; // too much buggy no need to check anything.
#endif

Recompile in dev mode (not release).

The initial error aren't important. It is because GSdx fails to load some 4.5 optional features. If it doesn't work. There is a builtin shader compilation self-test. You can enable it by adding this option in GSdx.ini
Code:
debug_glsl_shader = 2
Don't forget to remove it if you really want to play a game Tongue2

Sure, I can do that. I already tried looking through the source code last night to no avail so it's already on my system; I'll try that after work today.
#14
just tried opengl mode nothing is displayed on screen
opengl software mode
Code:
3.x GL context successfully created
Failed to find glCreateTextures
Failed to find glTextureStorage2D
Failed to find glTextureSubImage2D
Failed to find glCopyTextureSubImage2D
Failed to find glBindTextureUnit
Failed to find glGetTextureImage
Failed to find glTextureParameteri
Failed to find glCreateFramebuffers
Failed to find glClearNamedFramebufferfv
Failed to find glClearNamedFramebufferuiv
Failed to find glClearNamedFramebufferiv
Failed to find glNamedFramebufferTexture
Failed to find glNamedFramebufferDrawBuffers
Failed to find glNamedFramebufferReadBuffer
Failed to find glCheckNamedFramebufferStatus
Failed to find glCreateBuffers
Failed to find glNamedBufferStorage
Failed to find glNamedBufferData
Failed to find glNamedBufferSubData
Failed to find glMapNamedBuffer
Failed to find glMapNamedBufferRange
Failed to find glUnmapNamedBuffer
Failed to find glFlushMappedNamedBufferRange
Failed to find glCreateSamplers
Failed to find glCreateProgramPipelines
Failed to find glClipControl
Failed to find glTextureBarrier
DSA is not supported. Replacing the GL function pointer to emulate it
OpenGL information. GPU: Intel(R) Iris(TM) Graphics 5100. Vendor: Intel. Driver: - Build 10.18.15.4248
Buggy driver detected, GL_ARB_separate_shader_objects will be disabled

INFO: GL_EXT_texture_filter_anisotropic is available
INFO: GL_ARB_gpu_shader5 is available
INFO: GL_ARB_draw_buffers_blend is available
INFO: GL_ARB_separate_shader_objects is NOT SUPPORTED
INFO: GL_ARB_shader_image_load_store is available
INFO: GL_ARB_copy_image is available
INFO: GL_ARB_buffer_storage is available
INFO: GL_ARB_clear_texture is available
INFO: GL_ARB_clip_control is NOT SUPPORTED
INFO: GL_ARB_direct_state_access is NOT SUPPORTED
INFO: GL_ARB_texture_barrier is NOT SUPPORTED
DSA is not supported. Replacing the GL function pointer to emulate it
Error GL_ARB_texture_barrier is not supported by your driver. You can't emulate correctly the GS blending unit! Sorry!

ERROR: 1:16: 'array without size' :  supported in geometry shaders only
ERROR: 1:42: 'VSout' : undeclared identifier
ERROR: 1:42: 'p' : vector field selection out of range
ERROR: 1:42: 'POSITION' : undeclared identifier
ERROR: 1:42: 'constructor' : not enough data provided for construction
ERROR: 1:42: 'assign' :  cannot convert from '4-component vector of float' to 'float'
ERROR: 1:43: 't' : vector field selection out of range
ERROR: 1:43: 'TEXCOORD0' : undeclared identifier
ERROR: 1:44: 'constructor' : not enough data provided for construction


convert.glsl (entry vs_main, prog 1) :

ERROR: 1:35: 'array without size' :  supported in geometry shaders only
ERROR: 1:75: 'z' : undeclared identifier
ERROR: 1:77: 'z' : undeclared identifier
ERROR: 1:79: 'z' : undeclared identifier
ERROR: 1:87: 'p' : undeclared identifier
ERROR: 1:87: 'xy' : vector field selection out of range
ERROR: 1:87: 'assign' :  cannot convert from '2-component vector of float' to 'float'
ERROR: 1:88: 'xy' : vector field selection out of range
ERROR: 1:88: 'xy' : vector field selection out of range
ERROR: 1:88: 'assign' :  cannot convert from '2-component vector of float' to 'float'
ERROR: 1:89: 'w' : vector field selection out of range
ERROR: 1:98: 'z' : vector field selection out of range
ERROR: 1:98: 'z' : undeclared identifier
ERROR: 1:100: 'z' : vector field selection out of range
ERROR: 1:100: 'z' : undeclared identifier
ERROR: 1:104: 'assign' :  cannot convert from 'float' to 'Position 4-component vector of float'


tfx_vgs.glsl (entry vs_main, prog 27) :
#define VS_BPPZ 0
#define VS_LOGZ 1
#define VS_TME 0
#define VS_FST 0
#define VS_WILDHACK 0

ERROR: 1:35: 'array without size' :  supported in geometry shaders only
ERROR: 1:75: 'z' : undeclared identifier
ERROR: 1:77: 'z' : undeclared identifier
ERROR: 1:79: 'z' : undeclared identifier
ERROR: 1:87: 'p' : undeclared identifier
ERROR: 1:87: 'xy' : vector field selection out of range
ERROR: 1:87: 'assign' :  cannot convert from '2-component vector of float' to 'float'
ERROR: 1:88: 'xy' : vector field selection out of range
ERROR: 1:88: 'xy' : vector field selection out of range
ERROR: 1:88: 'assign' :  cannot convert from '2-component vector of float' to 'float'
ERROR: 1:89: 'w' : vector field selection out of range
ERROR: 1:98: 'z' : vector field selection out of range
ERROR: 1:98: 'z' : undeclared identifier
ERROR: 1:100: 'z' : vector field selection out of range
ERROR: 1:100: 'z' : undeclared identifier
ERROR: 1:104: 'assign' :  cannot convert from 'float' to 'Position 4-component vector of float'
building gsdx caused my cpu and gpu to be displayed as opencl devices does pcsx2 require opencl 2.0
opencl 1.2 cpu mode

Code:
growing vertex/index buffer 2097152
building kernel (prim_02)
kernel (prim_02) build error: Compilation started
1:3:2: error: hello
Compilation failed
clBuildProgram (-11)


opencl 1.2 gpu mode call stack
Code:
     msvcr120d.dll!_wassert(const wchar_t * expr, const wchar_t * filename, unsigned int lineno) Line 369    C
    GSdx32-AVX2-dbg.dll!GSRendererCL::Sync(int reason) Line 579    C++
     GSdx32-AVX2-dbg.dll!GSRendererCL::InvalidateLocalMem(const GIFRegBITBLTBUF & BITBLTBUF, const GSVector4i & r, bool clut) Line 686    C++
     GSdx32-AVX2-dbg.dll!GSRendererCL::GetOutput(int i) Line 183    C++
     GSdx32-AVX2-dbg.dll!GSRenderer::Merge(int field) Line 197    C++
     GSdx32-AVX2-dbg.dll!GSRenderer::VSync(int field) Line 325    C++
     GSdx32-AVX2-dbg.dll!GSRendererCL::VSync(int field) Line 144    C++
     GSdx32-AVX2-dbg.dll!GSvsync(int field) Line 704    C++
     pcsx2-dbg.exe!SysMtgsThread::ExecuteTaskInThread() Line 431    C++
     pcsx2-dbg.exe!Threading::pxThread::_try_virtual_invoke(void (void) * method) Line 545    C++
     pcsx2-dbg.exe!Threading::pxThread::_internal_execute() Line 645    C++
     pcsx2-dbg.exe!Threading::pxThread::_internal_callback(void * itsme) Line 685    C++
     w32pthreads.v4-dbg.dll!ptw32_threadStart(void * vthreadParms) Line 223    C
     msvcr120d.dll!_callthreadstartex() Line 376    C
     msvcr120d.dll!_threadstartex(void * ptd) Line 359    C
     kernel32.dll!@BaseThreadInitThunk@12()    Unknown
     ntdll.dll!__RtlUserThreadStart()    Unknown
     ntdll.dll!__RtlUserThreadStart@8()    Unknow
#15
I don't believe OpenCL is actually enabled in builds, for some reason the options are still there, which is annoying.
[Image: ref-sig-anim.gif]

#16
Bleh, couldn't get GSdx to compile tonight, d3dx9.h/d3dx11.h and opencl.lib issues on my own part. :/ I'll try and test that out later this week though.
#17
GLSL compiler of the Intel driver is still broken... (Catalyst, Nvidia, Mesa (intel linux) are all fines). They don't support the redeclaration of gl_ClipDistance in the shader.

Quote:ERROR: 1:16: 'array without size' : supported in geometry shaders only
ERROR: 1:42: 'VSout' : undeclared identifier
ERROR: 1:42: 'p' : vector field selection out of range
ERROR: 1:42: 'POSITION' : undeclared identifier
ERROR: 1:42: 'constructor' : not enough data provided for construction
ERROR: 1:42: 'assign' : cannot convert from '4-component vector of float' to 'float'
ERROR: 1:43: 't' : vector field selection out of range
ERROR: 1:43: 'TEXCOORD0' : undeclared identifier
ERROR: 1:44: 'constructor' : not enough data provided for construction


convert.glsl (entry vs_main, prog 1) :
#18
Hum, if you're player maybe we could try something.

Edit res/glsl_source.h and removes the 4 line that contains " float gl_ClipDistance[];\n"
#19
it works and at the same speed as directx
dynamic_cast for the SelfShaderTest() requires runtime info to work and static_cast works but the results are all 0
#20
You mean 0 errors? The print won't really work on Intel. It was tuned for Nvidia (aka me Tongue2).




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