Moving to v1.0.00

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Deathlike2
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Post by Deathlike2 »

lemonzest wrote:one thing i just noticed, in slayers shot it says "non power of 2 textures enabled" yet, this is also avilable on ATi Cards that are OpenGL 2.0 Compatable (9500 upwards).
Slayer's shot? :wink:

The extension is available on ATI cards as well, but it is not hardware accelerated. When extensions are asked for by the OpenGL app, some extensions are not always listed. For ATI, this extension exists (on the more current drivers that support it, older drivers do not) but they are not listed because it is not hardware accelerated...

For ATI, if it is not listed, it doesn't necessarily mean it does not exist.. more likely it is not hardware accelerated.

ATI does support all of the GL 2.0 specs.. just not all of it is hardware accelerated.
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Graf Zahl
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Post by Graf Zahl »

I found the problem.
r_opengl.dll isn't the most recent version.

Replace it with this one:

http://grafzahl.drdteam.org/gzdoom/r_opengl.dll


I'll do a new full version as quickly as possible which means Wednesday or Thursday.
Deathlike2
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Post by Deathlike2 »

Well, now it appears to have a different output..

For NVidia.. no errors.. though I cannot tell if the shaders are enabled and working.. it is as if it wasn't detecting shader capabilities at all...

Code: Select all

Log started: Mon Feb 27 19:03:50 2006

 adding gzdoom.pk3
 adding ./doom2.wad (2919 lumps)
CPU Speed: 803.917490 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) 64 Processor 3000+
  Family 15 (15), Model 4, Stepping 8
  Features: MMX MMX+ SSE SSE2 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6600/AGP/SSE2/3DNOW!
GL_VERSION: 2.0.0
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra 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_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1280 x 1024
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)

But for ATI, there are errors for everything else, except for the "Inverse" shader.

Code: Select all

Log started: Mon Feb 27 18:56:45 2006

 adding gzdoom.pk3
 adding ./doom2.wad (2919 lumps)
CPU Speed: 1001.284371 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) 64 Processor 3200+
  Family 15 (15), Model 4, Stepping 10
  Features: MMX MMX+ SSE SSE2 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9800 Pro x86/MMX/3DNow!/SSE2
GL_VERSION: 2.0.5646 Win2000 Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control 
Occlusion query enabled.
Init Shader 'Inverse':  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold':  Link failed. All shader objects have not been successfully compiled.
Init Shader 'Warp1':  Link failed. All shader objects have not been successfully compiled.
Init Shader 'Warp1NoFog':  Link failed. All shader objects have not been successfully compiled.
Init Shader 'Warp2':  Link failed. All shader objects have not been successfully compiled.
Init Shader 'Warp2NoFog':  Link failed. All shader objects have not been successfully compiled.
Resolution: 1280 x 1024
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init Shader 'Inverse':  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Init Shader 'Gold':  Link failed. All shader objects have not been successfully compiled.
Init Shader 'Warp1':  Link failed. All shader objects have not been successfully compiled.
Init Shader 'Warp1NoFog':  Link failed. All shader objects have not been successfully compiled.
Init Shader 'Warp2':  Link failed. All shader objects have not been successfully compiled.
Init Shader 'Warp2NoFog':  Link failed. All shader objects have not been successfully compiled.
I'm thinking you are doing something probably not syntactically acceptable to ATI's shader compiler... I've heard that NVidia's is less strict (because of their CG compiler) but less acceptable..

I'll have to dig up the link to the shader compiler syntax checker where it shows how good shader compiler is...

Edit - found it: http://www.beyond3d.com/forum/showthrea ... ght=3dlabs

Well, it's a GLSL compiler tester.. though.. I believe there are shader testers from both NVidia and ATI that may be useful... NVidia's is called FX Composer and ATI's is called Rendermonkey... (not exactly sure what if I got the correct name for NVidia's tool)

Edit2:

Something nifty for shader compiling.. though obviously you won't see the results visually...
http://developer.3dlabs.com/downloads/g ... /index.htm
Last edited by Deathlike2 on Tue Feb 28, 2006 1:40, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

Fixed the shaders. It's a typical case of retards defining the interface which is showing the same annoying traits as Java which doesn't automatically cast numeric constants into the proper type.
Deathlike2
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Post by Deathlike2 »

Graf Zahl wrote:Fixed the shaders. It's a typical case of retards defining the interface which is showing the same annoying traits as Java which doesn't automatically cast numeric constants into the proper type.
Who are the retards...?

As for NVidia.. is it actually enabled or not? (There's no evidence in the console output to indicate that it is working or not...)
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Graf Zahl
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Post by Graf Zahl »

The retards are probably at 3Dlabs. Disallowing integer constants in floating point expressions strikes me as an utterly pointless limitation.

If you want to check the shaders you have to load a level with warping textures. NVidia doesn't provide any output when the shaders compile successfully so they should run.
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Post by Deathlike2 »

Graf Zahl wrote:The retards are probably at 3Dlabs. Disallowing integer constants in floating point expressions strikes me as an utterly pointless limitation.

If you want to check the shaders you have to load a level with warping textures. NVidia doesn't provide any output when the shaders compile successfully so they should run.
Ah.. ok.. I definately agree with your point on that.

Do you have an example of a map to test this on?

I guess we'll have to wait for the shader fixes in the next version? I'm only asking since pretty much all the shader code that you had previously (which was just the inverse shader) was the only code that worked...
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Graf Zahl
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Post by Graf Zahl »

The inverse shader is completely new code. The old one was using the old ARB_FRAGMENT_PROGRAM extension. The current one uses GLSL. I removed all support for ARB_FP in this version as all graphics cards with usable shader support already have GLSL capable drivers.

But it's only used to handle camera textures. For normal geometry I recreate the textures with a different palette because it's still faster unless hires graphics are used.

The shader fixes only apply to ATI. If you got an NVidia card it should run with the fixed DLL.
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Post by BlazingPhoenix »

I think someone should make a 1.0.00 test map. You know to show off all the GL features like the ZDoom test map sorta...
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Post by SlayeR »

The shader fixes only apply to ATI. If you got an NVidia card it should run with the fixed DLL.
Nope, happens to me too:

Code: Select all

Init Shader 'Gold': Fragment info
-- -----------
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp1': Fragment info
-------------
(14) : warning C7011: implicit cast from "int" to "float"
(15) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp1NoFog': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp2': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"
(11) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp2NoFog': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"
(11) : warning C7011: implicit cast from "int" to "float"
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Post by Nash »

None of these new fancy features work for me. The option just cannot be turned on.

Poor low-end me. =(
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Graf Zahl
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Post by Graf Zahl »

SlayeR wrote:
The shader fixes only apply to ATI. If you got an NVidia card it should run with the fixed DLL.
Nope, happens to me too:

Code: Select all

Init Shader 'Gold': Fragment info
-------------
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp1': Fragment info
-------------
(14) : warning C7011: implicit cast from "int" to "float"
(15) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp1NoFog': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp2': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"
(11) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp2NoFog': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"
(11) : warning C7011: implicit cast from "int" to "float"

These are merely warnings so it still should run. But good to see that NVidia is at least warning about these issues now.
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Graf Zahl
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Post by Graf Zahl »

Nash wrote:None of these new fancy features work for me. The option just cannot be turned on.

Poor low-end me. =(

Maybe the next version works better.
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Post by Graf Zahl »

Silver Sonic wrote:I think someone should make a 1.0.00 test map. You know to show off all the GL features like the ZDoom test map sorta...

There is only one new mapping feature (the additive lights.)
The rest are only options that can be set in the menu.
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Post by SlayeR »

Well, the shaders don't run :P
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