Ubuntu 9.10 Beta (x86-64) with xorg-edgers apt source DG33TL motherboard Steps to reproduce: 1) Install openmsx (0.7.0 will do, early will most likely fail too 2) Run and press F10 to open console 3) First command: set renderer SDLGL-PP Now there are various scalers (using GLSL) which can be selected using set scale_algorithm name name is one of: RGBtriplet SaI ScaleNx TV hq hqlite simple RGBtriplet work correctly SaI Incorrect results ScaleNx i915_program_error: Unsupported opcode: IF TV i915_program_error: Exceeded max instructions hq incorrect results hqlite incorrect results simple works correctly (no shader) The correct results should be visible by selecting non-GL renderer: set renderer SDL
did you enable the GLSL fragment shader option in driconf or something?
(In reply to comment #1) > did you enable the GLSL fragment shader option in driconf or something? > There is no $HOME/.drirc or /etc/drirc. It made no difference when I did enable GLSL fragment shader in driconf, or any other of the options I tried for that matter.
There's some pretty bogus-looking shader handling in openmsx. Can't quite figure out how you'd make it to fragment shader compile, though. What does glxinfo say about your GL version?
(In reply to comment #3) > There's some pretty bogus-looking shader handling in openmsx. Can't quite > figure out how you'd make it to fragment shader compile, though. > > What does glxinfo say about your GL version? > This shader handling in openmsx does work with ATI and NVidia hardware. In what way is the shader handling bogus in openmsx? What do you mean by "Can't quite figure out how you'd make it to fragment shader compile, though."? Do you mean how to make openmsx use it's shaders? 1) Start openmsx (type openmsx with no arguments in a terminal) 2) Press F10 key 3) type the following two lines in the openmsx console which appears: set renderer SDLGL-PP set scale_algorithm hq Replace hq with any of the options above.
Created attachment 30274 [details] Output of glxinfo on G33
No, I mean how openmsx would have managed to feed the driver a GLSL fragment shader and have GL compile the shader and hand it to the driver, when the extension isn't reported as being supported.
Hello Erick, Sean. This case is quite old, is this still valid with latest software?? Thank you.
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