Debug support

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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dpJudas
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Debug support

Post by dpJudas »

Here's a pull request adding support for the debug API introduced in OpenGL 4.3: https://github.com/coelckers/gzdoom/pull/82

It contains a new class called FGLDebug which logs OpenGL debug messages to the console, if enabled with gl_debug_level 1 to 4. It is best used along with the existing gl_debug cvar that makes gzdoom use the OpenGL debug context. When enabled, it writes out debug messages of the following form:

[api] high severity, error: GL_INVALID_ENUM error generated. Cannot enable <cap> in the current profile.
[api] low severity: Framebuffer detailed info: The driver allocated storage for renderbuffer SceneDepthStencil.
[api] low severity: Texture state usage warning: Texture 0 is base level inconsistent. Check texture size.

I've also introduced a gl_debug_breakpoint cvar that will trigger the debugger when encountering one of the messages. This allows an easy way to get the call stack of what code triggered the message. This only works if the message is generated after FGLDebug is created though.

Finally, there's one or two commits in there that fixes some OpenGL errors (one for sample count, one for glBindTexture in FGLRenderBuffers.Setup).
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Graf Zahl
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Re: Debug support

Post by Graf Zahl »

I saw some changes to gl_multisample in there. What was wrong with it?
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Re: Debug support

Post by dpJudas »

Turns out that the sample count passed to OpenGL needs to be the actual number (i.e. 16 for 16x) and not some bit shift count. Some bug during development had gotten me confused where it seemingly wouldn't create the buffer when I passed in 16. I'm not entirely sure if it was a driver issue or not because I updated my driver since.

The good news is this allows me to actually run at 16x and 32x. The bad news is that this doesn't really fix the multisample issue you mentioned on the zdoom forum.
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Re: Debug support

Post by Graf Zahl »

You mean the slowdown? I think that's simply the card getting maxed out and stalled. The 550Ti was a medium range card from 4 years ago so at some point this would be inevitable.
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Re: Debug support

Post by dpJudas »

The thing that annoys me so much about the slowdown is that, theoretically, from how I understand GPUs, there shouldn't be a slow down (when compared to WGL multisample). That a render buffer and a back buffer is basically the same thing. Obviously my understanding is wrong somehow, but it annoys me greatly when I don't know why. :)
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Re: Debug support

Post by Graf Zahl »

Of course it's the same. The problem occurs later, when the buffer gets rendered to the backbuffer. This is additional work, after all.

JUst FYI, on the Geforce 8600 I had a comparable unexplainable slowdown on one particular map with an excessive amount of crossbeam textures plus tons of skybox portals. It worked decently on everything else, just on my system it utterly tanked.
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Re: Debug support

Post by dpJudas »

Yes, but that additional work should be a constant time regardless of scene complexity. My understanding of your numbers were that they only got this bad when tested with the GTA map and not something really simple like Doom 2 map01.
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Re: Debug support

Post by Graf Zahl »

I think the problem is that without an offscreen buffer to wait for that added processing time is hidden somewhere else in the process. Maybe some internal triple buffering or stuff like that. Of course this can't be done if the final presentation step has to wait for the scene to get fully rendered.
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Re: Debug support

Post by dpJudas »

Triple buffering could explain it, but then I would have expected you to experience some level of input lag when using gl_vid_multisample. I can try make an experimental branch where I double the amount of buffers to see if it does anything on your system.
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Re: Debug support

Post by dpJudas »

Here's a test branch where it double buffers the render buffers: https://github.com/dpjudas/zdoom/tree/d ... nderbuffer - surprised me how easy it was to get. All I needed was another instance of FGLRenderBuffers and then a swapvalues call in CopyToBackbuffer. :)
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Re: Debug support

Post by ibm5155 »

Since (I belive) the worst case is going with the amd gpus, coud GL_AMDX DEBUG help with something?
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Re: Debug support

Post by dpJudas »

The PR is already using that extension. You could try run it on your system and see if it reports anything interesting in the log.

To do that, git clone the branch at https://github.com/dpjudas/zdoom/tree/debug. Then boot gzdoom, set gl_debug to 1 and gl_debug_level to 4. Restart gzdoom (to make gl_debug take effect). Then do your usual windowed/fullscreen stuff and paste the resulting log here. Change gl_debug and gl_debug_level back to 0 when you're done. Otherwise you risk running an OpenGL debug context in the future, if this PR is merged into master.
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Re: Debug support

Post by ibm5155 »

Ok here I go
AMD:

Code: Select all

Log started: Fri Aug 19 22:37:25 2016

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding D:/Programacao/Online Projects/Gzdoom - Debug/bin/Debug/gzdoom.pk3, 619 lumps
 adding ./doom2.wad, 2956 lumps
I_Init: Setting up machine state.
CPU speed: 2395 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7-3635QM CPU @ 2.40GHz
  Family 6, Model 58, Stepping 9
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.60
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
DECORATE parsing took 100.56 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon R9 M200X Series
GL_VERSION: 4.5.13447 Core Profile/Debug Context 16.300.2511.1001 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.50
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 32
Max. varying: 128
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
[api] high severity, error: Using glEnable in a Core context with parameter <cap> and enum '0xde1' which was removed from Core OpenGL (GL_INVALID_ENUM)
Resolution: 640 x 480

<------------------------------->

map01 - entryway

"fullscreen" is "false"
"fullscreen" is "true"

INTEL:

Code: Select all

Log started: Fri Aug 19 22:40:02 2016

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding D:/Programacao/Online Projects/Gzdoom - Debug/bin/Debug/gzdoom.pk3, 619 lumps
 adding ./doom2.wad, 2956 lumps
I_Init: Setting up machine state.
CPU speed: 2395 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7-3635QM CPU @ 2.40GHz
  Family 6, Model 58, Stepping 9
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.60
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
DECORATE parsing took 100.12 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 4000
GL_VERSION: 4.0.0 - Build 10.18.10.4358 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 4.00 - Build 10.18.10.4358
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_buffer GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_EXT_shader_integer_mix GL_ARB_stencil_texturing WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
Max. texture size: 16384
Max. texture units: 16
Max. varying: 64
Max. uniform block size: 65536
Uniform block alignment: 16
Resolution: 1024 x 640
[api] low severity, performance: Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound.

<------------------------------->

map01 - entryway

[api] high severity, error: GL error GL_INVALID_ENUM
[api] low severity, performance: Redundant state change in glBindFramebuffer API call, FBO 1, "PipelineFB", already bound.
]
"fullscreen" is "false"
"fullscreen" is "true"
Pulando para...


<------------------------------->

map02 - underhalls

]

Or just the filtered data from the important gl logs:
AMD:
[api] high severity, error: Using glEnable in a Core context with parameter <cap> and enum '0xde1' which was removed from Core OpenGL (GL_INVALID_ENUM)

INTEL:
[api] low severity, performance: Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound.
<------------------------------->
map01 - entryway
[api] high severity, error: GL error GL_INVALID_ENUM
[api] low severity, performance: Redundant state change in glBindFramebuffer API call, FBO 1, "PipelineFB", already bound.

EDIT: just removing all the glEnable(GL_TEXTURE_2D); calls didn't fixed :( (0xde1 is related to GL_TEXTURE_2D)
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Graf Zahl
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Re: Debug support

Post by Graf Zahl »

Wow, Intel. Reporting an issue but no details? That's realy, really useful... At least AMD also prints the incorrect value.
dpJudas
Developer
Developer
Posts: 798
Joined: Sat Jul 23, 2016 7:53

Re: Debug support

Post by dpJudas »

That's classic Intel. Only the best for OpenGL!
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