Summary: | [r300g] Oolite fragment shaders are too big for r3xx | ||
---|---|---|---|
Product: | Mesa | Reporter: | Darren Salt <bugspam> |
Component: | Other | Assignee: | mesa-dev |
Status: | RESOLVED WONTFIX | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: | Shader log from Oolite |
Description
Darren Salt
2010-03-24 19:21:37 UTC
Reverting cba6430524198a1bdcdeada03cbe946a454f3935 stops the hardlock, but now there's a failing vertex shader. Looking into it now. Tired, commented on wrong bug. Investigating yours now. Can't figure out how to build your program. :T You hit the generic "error in shader compiler" assert. Could you run again with RADEON_DEBUG=fp set, and attach that log here? Created attachment 34486 [details]
Shader log from Oolite
One log file, as requested. (This is with shader-effects-level set to 3.)
About compiling Oolite: "make -f Makefile pkg-deb" works here. ("debuild binary" would be fine, but debian/changelog is generated.) http://www.oolite.org/download has links to binaries. I won't be able to reproduce exactly, without finding one of my older cards. Also oolite appears to refuse to enable fancy shaders. :T Basically, the shader is too big for the hardware. There's no obvious optimizations to be done, but I bet I could find some, if the shader is known to work on fglrx. I've pushed a patch to make it so that you get an error message instead of just an empty assertion. Closing because the game loads longer shaders than hardware can handle. |
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