Win10 being listed in the manifest breaks Intel drivers?

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phantombeta
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Joined: Sat Sep 05, 2015 1:57

Win10 being listed in the manifest breaks Intel drivers?

Post by phantombeta »

I found out what breaks it. Specifically, it's this in the manifest file:

Code: Select all

      <!-- Windows 10 -->
      <supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}"/>
As long as it isn't there, it runs fine.
I found this out after GZDoom compiled without the manifest. This is super weird.
Spoiler: Old post
My computer specs are:

Code: Select all

RAM: 2 GB (Usually 50 % used up)
CPU: Intel Celeron CPU G530 @ 2.40 GHz
GPU: Intel HD Graphics GPU (Supports OpenGL 3.x. No Windows 10 drivers.)
Storage:
    232.76 GB SATA HD (212 GB usable because shitty OEM(?).)
    149 GB SATA HD. (The HD's label says 160 GB)
OS:
    Windows 10 Single Language 64-bit
1920x1080 monitor
Last edited by phantombeta on Thu Nov 19, 2015 22:27, edited 4 times in total.
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Graf Zahl
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Re: Mysterious "R_OPENGL: OpenGL driver not accelerated!" er

Post by Graf Zahl »

Please post your entire startup log. There must be something more.
phantombeta
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Re: Mysterious "R_OPENGL: OpenGL driver not accelerated!" er

Post by phantombeta »

Here's the log from g2.1.pre-1231-g5a7afad:
[spoiler]

Code: Select all

Log started: Thu Sep 17 04:19:10 2015

M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding C:/Users/Chronos Ouroboros/Games/Doom/gzdoom-g2.1.pre-1231-g5a7afad/gzdoom.pk3, 608 lumps
 adding C:/Users/Chronos Ouroboros/Games/Doom/IWADs/doom2.wad, 2919 lumps
 adding C:/Users/Chronos Ouroboros/Games/Doom/Source Port PK3 edits, 1 lumps
 adding C:/Users/Chronos Ouroboros/Games/Doom/Final Duel/Things/Stuff that makes modding easier/BMAP.wad, 4 lumps
I_Init: Setting up machine state.
CPU Speed: 2395 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Celeron(R) CPU G530 @ 2.40GHz
  Family 6, Model 42, Stepping 7
  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 4.44.52
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.
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
Warning: 'Object' is freed outside the GC process.
[/spoiler]

And here's a log from g2.1.pre-587-ga95edc3, just in case it could be useful:
[spoiler]

Code: Select all

Log started: Thu Sep 17 04:21:39 2015

M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding C:/Users/Chronos Ouroboros/Games/Doom/. GZDoom/gzdoom.pk3, 587 lumps
 adding C:/Users/Chronos Ouroboros/Games/Doom/IWADs/doom2.wad, 2919 lumps
 adding C:/Users/Chronos Ouroboros/Games/Doom/Source Port PK3 edits, 1 lumps
 adding C:/Users/Chronos Ouroboros/Games/Doom/Final Duel/Things/Stuff that makes modding easier/BMAP.wad, 4 lumps
I_Init: Setting up machine state.
CPU Speed: 2395 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Celeron(R) CPU G530 @ 2.40GHz
  Family 6, Model 42, Stepping 7
  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 4.26.27
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.
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
R_OPENGL: No valid pixel formats found. Retrying in compatibility mode
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics
GL_VERSION: 3.1.0 - Build 9.17.10.4229 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 1.40 - Intel Build 9.17.10.4229
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_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_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_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_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries 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_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays 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_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex 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_EXT_pixel_format_packed_float
Max. texture size: 8192
Max. texture units: 16
Max. fragment uniforms: 1024
Max. vertex uniforms: 512
Max. uniform block size: 16384
Uniform block alignment: 16
Max. varying: 41
Max. combined shader storage blocks: 41
Max. vertex shader storage blocks: 41
Resolution: 1280 x 720
[/spoiler]
phantombeta
Posts: 7
Joined: Sat Sep 05, 2015 1:57

Re: Mysterious "R_OPENGL: OpenGL driver not accelerated!" er

Post by phantombeta »

Okay, uh. Someone gave me a build of g2.1.pre-1262-g61e09da. Their build works fine.
However, if I try to run DRD Team's build of g2.1.pre-1262-g61e09da, GZDoom crashes with the "R_OPENGL: OpenGL driver not accelerated!" error.

So, uh. What's going on?
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Gez
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Re: Mysterious "R_OPENGL: OpenGL driver not accelerated!" er

Post by Gez »

I'm curious about this line in your log:
GPU: Intel HD Graphics GPU (Supports OpenGL 3.x. No Windows 10 drivers.)
phantombeta
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Re: Mysterious "R_OPENGL: OpenGL driver not accelerated!" er

Post by phantombeta »

Intel has not made any Windows 10 drivers for this GPU. The Celeron G530 is marked as "End Of Life" on Intel's website.
This GPU apparently can use drivers for a Core series' processor's GPU, but the Windows 10 drivers for it can only be downloaded through Windows Update. Windows Update does not list or find the drivers when checking for updates.
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Rachael
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Re: Mysterious "R_OPENGL: OpenGL driver not accelerated!" er

Post by Rachael »

Have you tried installing the Windows 8.1 drivers?

It's not always recommended you do things like this but usually it works without issues. As far as I know, Windows 10 should support any drivers from Vista and later (as long as it supports WDDM).
phantombeta
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Joined: Sat Sep 05, 2015 1:57

Re: Mysterious "R_OPENGL: OpenGL driver not accelerated!" er

Post by phantombeta »

@Eruanna
I did. If I didn't I wouldn't be able to run Kyle873's build of GZDoom g2.1.pre-1262-g61e09da.
phantombeta wrote:Okay, uh. Someone gave me a build of g2.1.pre-1262-g61e09da. Their build works fine.
However, if I try to run DRD Team's build of g2.1.pre-1262-g61e09da, GZDoom crashes with the "R_OPENGL: OpenGL driver not accelerated!" error.

So, uh. What's going on?
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Rachael
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Re: Mysterious "R_OPENGL: OpenGL driver not accelerated!" er

Post by Rachael »

Ok, sorry, I didn't see your post closely enough.
phantombeta
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Re: Win10 being listed in the manifest breaks Intel drivers?

Post by phantombeta »

Okay, so I found out exactly what breaks it. This is extremely weird.
(Check the OP)
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Graf Zahl
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Re: Win10 being listed in the manifest breaks Intel drivers?

Post by Graf Zahl »

Sounds like just another inept use of Windows's GetVersion function. But inside a driver? That's certainly a first.
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Re: Win10 being listed in the manifest breaks Intel drivers?

Post by Reaver »

I realize this may be annoying to ask but im having the same issue and don't really wish to mess with compiling gzdoom or whatever (ill admit, just straight laziness) and im missing playing Aeons of Death, silly mod that only works with gzdoom-g2.1.pre-1196-g02c3828. does anyone have a version of this that'll work on Win10? Thanks!
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Graf Zahl
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Re: Win10 being listed in the manifest breaks Intel drivers?

Post by Graf Zahl »

So what am I supposed to do here? If I remove the line from the manifest I'll break the GetVersion function and cut myself off from any potential future handling of OS specific issues. If I don't, it won't work on this particular GPU.

This is not fixable without creating another issue.
Reaver
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Re: Win10 being listed in the manifest breaks Intel drivers?

Post by Reaver »

what a mess, stupid Win10 I wish I could rollback now..
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Graf Zahl
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Re: Win10 being listed in the manifest breaks Intel drivers?

Post by Graf Zahl »

Don't blame Windows for Intel's ineptness.

It has been known for many years that developers have problems with version detection - but finding an issue like this in a DRIVER is something I'd never have expected, let alone from someone like Intel...
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