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Error validating shader 33 #4

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thyrgle opened this issue Aug 5, 2016 · 8 comments
Open

Error validating shader 33 #4

thyrgle opened this issue Aug 5, 2016 · 8 comments

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@thyrgle
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thyrgle commented Aug 5, 2016

On my Mac:

Error validating shader  33 

Furthermore:

Error validating shader  33         
Shader  34  ( ../src/glsl/GenerateVolumeEnt.c ) compile error:  WARNING: 0:2: extension 'GL_ARB_uniform_buffer_object' is not supported

Shader  35  ( ../src/glsl/GenerateVolumeEnt.c ) compile error:  WARNING: 0:2: extension 'GL_ARB_uniform_buffer_object' is not supported

Program  75  link error:  WARNING: Output of vertex shader 'finalVec' not read by fragment shader

Full information:

blockSizeInHolders: 16
blockSizeInPixels: 32768
terDataBufPitchScaledXY 48
maxChangesInHolders: 8
volGenFBOX: 128
volGenFBOY: 16384
visPageSizeInPixels: 512
holderSizeInPixels: 2048
bufferMult: 1.25
metersPerLot: 64
pixelsPerMeter: 128
unitsPerMeter: 4
blockSizeInLots: 4
pixelsPerUnit: 32
unitsPerLot: 256
pixelsPerLot: 8192
holderSizeInPages: 4
holdersPerLot: 4
visPageSizeInUnits: 16
unitSizeInPixels: 32
worldSizeInBlocks:    256.000000   256.000000   1.000000    
worldSizeInLots:    1024.000000   1024.000000   4.000000    
worldSizeInHolders:    4096.000000   4096.000000   16.000000    
worldSizeInPages:    16384.000000   16384.000000   64.000000    
worldSizeInTerData:    4096.000000   4096.000000   32.000000    
MAX_UNIFORMS: 32767






worldSizeInPixels:    8388608.000000   8388608.000000   32768.000000    
Error validating shader  33         
Shader  34  ( ../src/glsl/GenerateVolumeEnt.c ) compile error:  WARNING: 0:2: extension 'GL_ARB_uniform_buffer_object' is not supported

Shader  35  ( ../src/glsl/GenerateVolumeEnt.c ) compile error:  WARNING: 0:2: extension 'GL_ARB_uniform_buffer_object' is not supported

Program  75  link error:  WARNING: Output of vertex shader 'finalVec' not read by fragment shader




FONT LOAD





FONT LOAD


Loading:  ../data/fonts/arial_regular_24.js         
Load Successful          

Valid JSON

Loading:  ../cdat/lastJSONBuffer.js         
Load Successful          

Valid JSON

Loading:  ../cdat/lastImageBuffer.txt         
Load Successful          
Sea Level: 171
start place cities
end place cities
start grow provinces
end grow provinces
start find neighboring cities
end find neighboring cities
start find city blocks
end find city blocks
start add in city roads
end add in city roads
start link close cities
end link close cities
start find biggest ocean gaps
iteration: 0
iteration: 1
end find biggest ocean gaps
start road regions
end road regions
start filling houses
end filling houses
DONE WITH MAP
Loading:  ../cdat/lastJSONBufferGUI.js         
Load Successful          

Valid JSON

getJVNodeByString(inventoryData.items)
inventoryData
items
getJVNodeByString(inventoryData.items)
inventoryData
items
Loading GUI Values
Loading:  ../cdat/saves/save0/compMap.txt         
Load Successful          
End Loading GUI Values
Error validating shader  129         
Shader  130  ( ../src/glsl/GenerateVolumeEnt.c ) compile error:  WARNING: 0:2: extension 'GL_ARB_uniform_buffer_object' is not supported

Shader  131  ( ../src/glsl/GenerateVolumeEnt.c ) compile error:  WARNING: 0:2: extension 'GL_ARB_uniform_buffer_object' is not supported

Program  171  link error:  WARNING: Output of vertex shader 'finalVec' not read by fragment shader

GW DONE          
copyTerToTexture resIndex:  0         
2016-08-04 19:46:12.972 VoxelQuest[19127:155909] GLUT Warning: glutCurrentModifiers: do not call outside core input callback.
@gavanw
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gavanw commented Aug 5, 2016

Thanks, I will take a look

@gandf
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gandf commented Aug 16, 2016

See comment in this commit.
https://github.com/gandf/vqisosmall/commit/7037d346b3fae1d44f0cc8c43d716a3dcb30a8a8
Texture3D doesn't work without parameter. I wrote "//***" at end lines to modify in GenerateVolume.c and f00300_singleton.hpp.
Thanks.

@gandf
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gandf commented Aug 17, 2016

Some tests on windows 10 :

  • AMD graphic card HD6970 on desktop : Issue with Texture3D in shader GenerateVolume.c
  • INTEL Iris Pro Graphics 5200 on laptop : Issue with Texture3D in shader GenerateVolume.c
  • nVidia Geforce GTX 960M on laptop : no issue. All work.

@HaronK
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HaronK commented Aug 18, 2016

I think this is a problem with an old OpenGL versions I've mentioned here.

@gandf
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gandf commented Aug 18, 2016

AMD Driver give log (not INTEL).

Validation failed! - Different sampler types for same sample texture unit in fragment shader.

Error is because we can only use one type of sampler. We can use sampler2D or sampler3D.
uniform sampler3D Texture0; //volume texture nearest uniform sampler3D Texture1; //volume texture linear uniform sampler2D Texture2; //terrain heightmap uniform sampler2D Texture3; //terrainID // no longer used uniform sampler3D Texture4; //ter tex

Since all texture3D have been disable, only texture2D are used and work on all GPU.
I think we need to do two shader.

@gavanw
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gavanw commented Aug 18, 2016

@gandf - its possible that upping the shader version would allow texture3D where it is failing, but that would involve a bit of other work as the OpenGL pipeline on the c++ end changes as well (no more use of old commands like glBegin, etc)

@gandf
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gandf commented Aug 22, 2016

Currently, this game engine is not enought quick to be used for game.
I think what we need to do upgrade version to GLSL 330 to have most of current hardware working with this engine. This will increase performance and fluidity.
Work already done is significant and switch to version 330 needs to change code structure and how code works.
With new version, we can't use direct access to write if we want to improve performance.

What do you want us to do ?

  1. nothing : only nVidia GPU can run slowly game.
  2. upgrade to version 140 : A lot of work most GPU compatible with run slow game.
  3. upgrade to version 330 : most GPU compatible with better performance but greatest work.

I'm not openGL developer and I can't say what we should and may to do.

@gavanw
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gavanw commented Aug 22, 2016

@gandf - upgrading to 330 is probably a good idea for compatibility purposes, but I don't think you will get much in the way of performance gains unless you actually change the underlying algorithms. There are plenty of ways to make it faster, but you will probably have to rethink the core algorithms. On high end hardware (gtx 980/1080) it is playable but the chunk picking system sucks (and thus much time is wasted in loading empty chunks and chunks that are underground). In future versions I have better chunk picking/loading (such as the following perspective version).

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