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Thread: GCC 4.5 vs. 4.6 On AMD's FX-4100 Bulldozer

  1. #31
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    Quote Originally Posted by Azpegath View Post
    He should be running the latest VDrift (2011-09) instead of the one from 2010-06, perhaps that is a lot better.
    I tested vdrift a very little bit today on mesa git on HD 6550 mobile. At least one shader failed to compile:
    Code:
    INFO: ----- Start Shader Compile Log for /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
    INFO: 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
          0:35(73): error: type mismatch
          0:35(73): error: Operands to arithmetic operators must be numeric
          
    INFO: ----- End Shader Compile Log -----
    INFO: ----- Start Shader Link Log for /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
    INFO: error: linking with uncompiled shader
    INFO: ----- End Shader Link Log -----
    ERROR: Shader compilation failure: /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl
    ERROR: 
    ERROR: Vertex shader:
    ERROR: 1    : #version 120
    ERROR: 2    : #define _TINY_
    ERROR: 3    : #define _SSAO_HIGH_
    ERROR: 4    : #define _NORMALMAPS_
    ERROR: 5    : #define _SHADOWSHIGH_
    ERROR: 6    : #define _CSM3_
    ERROR: 7    : #define _CSM2_
    ERROR: 8    : #define _SHADOWS_
    ERROR: 9    : #define _REFLECTIONDYNAMIC_
    ERROR: 10   : #define SCREENRESY 720
    ERROR: 11   : #define SCREENRESX 1280
    ERROR: 12   : varying vec2 tu0coord;
    ERROR: 13   : 
    ERROR: 14   : void main()
    ERROR: 15   : {
    ERROR: 16   :   // Transforming the vertex
    ERROR: 17   :   gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    ERROR: 18   : 
    ERROR: 19   :   tu0coord = vec2(gl_MultiTexCoord0);
    ERROR: 20   : }
    ERROR: 21   : 
    ERROR: 
    ERROR: Fragment shader:
    ERROR: 1    : #version 120
    ERROR: 2    : #define _TINY_
    ERROR: 3    : #define _SSAO_HIGH_
    ERROR: 4    : #define _NORMALMAPS_
    ERROR: 5    : #define _SHADOWSHIGH_
    ERROR: 6    : #define _CSM3_
    ERROR: 7    : #define _CSM2_
    ERROR: 8    : #define _SHADOWS_
    ERROR: 9    : #define _REFLECTIONDYNAMIC_
    ERROR: 10   : #define SCREENRESY 720
    ERROR: 11   : #define SCREENRESX 1280
    ERROR: 12   : varying vec2 tu0coord;
    ERROR: 13   : 
    ERROR: 14   : uniform sampler2D tu0_2D;
    ERROR: 15   : 
    ERROR: 16   : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721);
    ERROR: 17   : const float DELTA = 0.0001;
    ERROR: 18   : 
    ERROR: 19   : /*const float scale = 0.1;
    ERROR: 20   : const float offset = 5.;
    ERROR: 21   : const float timefactor = 0.1;
    ERROR: 22   : const float scale_tiny = 3.0;
    ERROR: 23   : const float offset_tiny = -0.12;*/
    ERROR: 24   : 
    ERROR: 25   : const float scale = 0.25;
    ERROR: 26   : const float offset = 2.0;
    ERROR: 27   : const float timefactor = 0.1;
    ERROR: 28   : //const float timefactor = 1.0;
    ERROR: 29   : 
    ERROR: 30   : void main()
    ERROR: 31   : {
    ERROR: 32   :   #ifdef _TINY_
    ERROR: 33   :   float lod = 9;
    ERROR: 34   :   //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny;
    ERROR: 35   :   gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r;
    ERROR: 36   :   gl_FragColor.a = timefactor;
    ERROR: 37   :   #else
    ERROR: 38   :   float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb);
    ERROR: 39   :   float logluminance = log(luminance+DELTA);
    ERROR: 40   :   gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale;
    ERROR: 41   :   #endif
    ERROR: 42   : }
    ERROR: 43   : 
    ERROR: 
    ERROR: Disabling shaders due to shader loading error
    The game runs actually pretty well, except for the car, which is completely white...

  2. #32
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    Quote Originally Posted by ChrisXY View Post
    I tested vdrift a very little bit today on mesa git on HD 6550 mobile. At least one shader failed to compile:
    Code:
    INFO: ----- Start Shader Compile Log for /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
    INFO: 0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
          0:35(73): error: type mismatch
          0:35(73): error: Operands to arithmetic operators must be numeric
          
    INFO: ----- End Shader Compile Log -----
    INFO: ----- Start Shader Link Log for /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl -----
    INFO: error: linking with uncompiled shader
    INFO: ----- End Shader Link Log -----
    ERROR: Shader compilation failure: /usr/share/vdrift//shaders/logluminance/vertex.glsl and /usr/share/vdrift//shaders/logluminance/fragment.glsl
    ERROR: 
    ERROR: Vertex shader:
    ERROR: 1    : #version 120
    ERROR: 2    : #define _TINY_
    ERROR: 3    : #define _SSAO_HIGH_
    ERROR: 4    : #define _NORMALMAPS_
    ERROR: 5    : #define _SHADOWSHIGH_
    ERROR: 6    : #define _CSM3_
    ERROR: 7    : #define _CSM2_
    ERROR: 8    : #define _SHADOWS_
    ERROR: 9    : #define _REFLECTIONDYNAMIC_
    ERROR: 10   : #define SCREENRESY 720
    ERROR: 11   : #define SCREENRESX 1280
    ERROR: 12   : varying vec2 tu0coord;
    ERROR: 13   : 
    ERROR: 14   : void main()
    ERROR: 15   : {
    ERROR: 16   :   // Transforming the vertex
    ERROR: 17   :   gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    ERROR: 18   : 
    ERROR: 19   :   tu0coord = vec2(gl_MultiTexCoord0);
    ERROR: 20   : }
    ERROR: 21   : 
    ERROR: 
    ERROR: Fragment shader:
    ERROR: 1    : #version 120
    ERROR: 2    : #define _TINY_
    ERROR: 3    : #define _SSAO_HIGH_
    ERROR: 4    : #define _NORMALMAPS_
    ERROR: 5    : #define _SHADOWSHIGH_
    ERROR: 6    : #define _CSM3_
    ERROR: 7    : #define _CSM2_
    ERROR: 8    : #define _SHADOWS_
    ERROR: 9    : #define _REFLECTIONDYNAMIC_
    ERROR: 10   : #define SCREENRESY 720
    ERROR: 11   : #define SCREENRESX 1280
    ERROR: 12   : varying vec2 tu0coord;
    ERROR: 13   : 
    ERROR: 14   : uniform sampler2D tu0_2D;
    ERROR: 15   : 
    ERROR: 16   : const vec3 LUMINANCE = vec3(0.2125, 0.7154, 0.0721);
    ERROR: 17   : const float DELTA = 0.0001;
    ERROR: 18   : 
    ERROR: 19   : /*const float scale = 0.1;
    ERROR: 20   : const float offset = 5.;
    ERROR: 21   : const float timefactor = 0.1;
    ERROR: 22   : const float scale_tiny = 3.0;
    ERROR: 23   : const float offset_tiny = -0.12;*/
    ERROR: 24   : 
    ERROR: 25   : const float scale = 0.25;
    ERROR: 26   : const float offset = 2.0;
    ERROR: 27   : const float timefactor = 0.1;
    ERROR: 28   : //const float timefactor = 1.0;
    ERROR: 29   : 
    ERROR: 30   : void main()
    ERROR: 31   : {
    ERROR: 32   :   #ifdef _TINY_
    ERROR: 33   :   float lod = 9;
    ERROR: 34   :   //gl_FragColor.rgb = vec3(1.,1.,1.)*(texture2DLod(tu0_2D, tu0coord, lod).r+offset_tiny)*scale_tiny;
    ERROR: 35   :   gl_FragColor.rgb = vec3(1.,1.,1.)*texture2DLod(tu0_2D, tu0coord, lod).r;
    ERROR: 36   :   gl_FragColor.a = timefactor;
    ERROR: 37   :   #else
    ERROR: 38   :   float luminance = dot(LUMINANCE,texture2D(tu0_2D, tu0coord).rgb);
    ERROR: 39   :   float logluminance = log(luminance+DELTA);
    ERROR: 40   :   gl_FragColor.rgb = vec3(1.,1.,1.)*(logluminance+offset)*scale;
    ERROR: 41   :   #endif
    ERROR: 42   : }
    ERROR: 43   : 
    ERROR: 
    ERROR: Disabling shaders due to shader loading error
    The game runs actually pretty well, except for the car, which is completely white...
    Look here: http://vdrift.net/Forum/viewtopic.php?t=1589

  3. #33
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    Quote Originally Posted by log0 View Post
    Ok, so this is a mesa problem. But then I use the git version which might simply not be ready yet. But then indeed the phoronix benchmarks are rather meaningless.

  4. #34
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    Their own link shows they're wrong:

    The built-ins suffixed with “Lod” are allowed only in a vertex shader.
    Lod in the fragment shader is not a part of 1.2. It must be specifically enabled, either via the gpu_shader4 extension (not fully supported by mesa IIRC), or by GL_ARB_shader_texture_lod, which is fully supported.

  5. #35
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    Quote Originally Posted by curaga View Post
    Their own link shows they're wrong:



    Lod in the fragment shader is not a part of 1.2. It must be specifically enabled, either via the gpu_shader4 extension (not fully supported by mesa IIRC), or by GL_ARB_shader_texture_lod, which is fully supported.
    Thanks curaga. I'll report it.

  6. #36
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    I know this is way off topic but there is also an ogre3d based fork called Stunt Rally http://code.google.com/p/vdrift-ogre/ that might be of interest for racing game fans. It might be of interest for Michael too as another possible benchmark.

  7. #37
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    Quote Originally Posted by log0 View Post
    IRC is by apppointment only afaik. Have you considered the forum http://vdrift.net/ or the issue tracker https://github.com/VDrift/vdrift/issues ?
    Good point, didn't know about the "only by appointment". I just figured IRC would be fastest and I wouldn't have to create an account on their forum. Didn't think about github though, good idea!

  8. #38
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    Quote Originally Posted by log0 View Post
    I know this is way off topic but there is also an ogre3d based fork called Stunt Rally http://code.google.com/p/vdrift-ogre/ that might be of interest for racing game fans. It might be of interest for Michael too as another possible benchmark.
    That one looks awesome! I used to play a game similar to it, 4D Racing, in the mid-nineties. Great game! =)

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