GZDoom 2.0.03 released

News about GZDoom.

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undead003
Posts: 21
Joined: Thu Mar 06, 2014 22:09

Re: GZDoom 2.0.03 released

Post by undead003 »

I'm not sure if the issue me and Moktar encountered are proper bugs, but regardless I've made one aswell. Here.
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NeuralStunner
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Re: GZDoom 2.0.03 released

Post by NeuralStunner »

Somehow I hadn't thought of this previously, but would it be a good time to reopen the feature suggestion forums?
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs
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Rowsol
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Re: GZDoom 2.0.03 released

Post by Rowsol »

Surprised it's been so long since an official update. Guess the betas aren't working out.
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Graf Zahl
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

Guess I'm short on time. Lots of stuff to do at work in order to get it out for the Christmas business. I simply have no time to do a new release right now.
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Rowsol
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Re: GZDoom 2.0.03 released

Post by Rowsol »

No worries man, the program works great as is. I was drunk when I wrote that comment and I tend to talk too much...
blakecasimir
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Re: GZDoom 2.0.03 released

Post by blakecasimir »

Is anyone else experiencing a massive drop in frame rate compared to 1.x versions?
I'm playing GZDoom on an old laptop with a pokey Radeon 3450, but that's quite enough to play 1.x versions of GZDoom at good frame rates.
I'm using the same config file with any v2.0 build, and performance tanks.
One person here suggested using the -gl3 command line but it makes no difference.
Any suggestions?
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Graf Zahl
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

I can't really say, it may be that this chipset is just too weak to handle the complex shaders in the 2.x version - but to say more I need some info to compare. Can you download 1.8.7 and then use a scene with performance issues, make a savegame and run a benchmark on that with both 1.8.7 and 2.x?

To run a benchmark, first go to the console and bind the 'bench' command to any key, e.g. 'bind b bench'. Also enter 'vid_vsync 0'.
Then start 1.8.7, load the save and press b. Wait until you get a message. Then repeast the same with 2.x.
Then post the contents of the 'benchmarks.txt' file that was generated in the GZDoom directory
blakecasimir
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Joined: Fri Dec 19, 2014 15:58

Re: GZDoom 2.0.03 released

Post by blakecasimir »

Graf Zahl wrote:I can't really say, it may be that this chipset is just too weak to handle the complex shaders in the 2.x version - but to say more I need some info to compare. Can you download 1.8.7 and then use a scene with performance issues, make a savegame and run a benchmark on that with both 1.8.7 and 2.x?
Thanks for replying Graf. I followed your instructions, using v1.8.07 final and v2.0.03 final. I'm playing through the outstanding Going Down at the moment, and the opening level is quite a heavy scene so I felt it appropriate to use that. I didn't move, just began a new game, saved immediately.

Here is the benchmark for 1.8.07:

Code: Select all

Map map01: "Going Up",
x = 224.0000, y = -2120.0000, z = 41.0000, angle = 90.0000, pitch = 0.0000
Walls: 1950 (0 splits, 0 t-splits, 3988 vertices)
Flats: 89 (845 primitives, 4474 vertices)
Sprites: 99, Decals=0, Portals: 1
W: Render=1.207, Split = 0.000, Setup=0.831, Clip=0.825
F: Render=0.448, Setup=0.041
S: Render=0.570, Setup=0.097
All=24.455, Render=2.895, Setup=2.194, BSP = 0.370, Portal=0.063, Finish=19.223
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 6 lower, 0.029 ms
40 fps
Here is the benchmark for 2.0.03:

Code: Select all

Map map01: "Going Up",
x = 224.0000, y = -2120.0000, z = 41.0000, angle = 90.0000, pitch = 0.0000
Walls: 1950 (0 splits, 0 t-splits, 3424 vertices)
Flats: 89 (845 primitives, 4474 vertices)
Sprites: 99, Decals=0, Portals: 1
W: Render=2.207, Split = 0.000, Setup=0.680, Clip=0.946
F: Render=0.615, Setup=0.039
S: Render=0.644, Setup=0.098
All=85.715, Render=4.031, Setup=2.196, BSP = 0.400, Portal=0.127, Drawcalls=0.948, Finish=79.278
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 6 lower, 0.032 ms
11 fps
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Graf Zahl
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

Hm...
That looks like your card is falling back on software emulation for some stuff it does not properly support - or the GPU is so weak that all the overhead caused by the more complex shaders gets fully exposed to the outside. Your system clearly gets stalled on the GPU processing the data.
I'm afraid, but this is something that cannot be fixed so you'll probably be restricted to GZDoom 1.x.

What OpenGL version does your graphics card report?

Oh, just for fun: This is what my system reports:

Code: Select all

Map map01: "Going Up",
x = 224.0000, y = -2120.0000, z = 41.0000, angle = 90.0000, pitch = 0.0000
Walls: 2049 (0 splits, 0 t-splits, 4281 vertices)
Flats: 89 (857 primitives, 4531 vertices)
Sprites: 97, Decals=0, Portals: 1
W: Render=0.195, Split = 0.000, Setup=0.276, Clip=0.224
F: Render=0.039, Setup=0.018
S: Render=0.021, Setup=0.043
All=3.672, Render=0.324, Setup=0.742, BSP = 0.168, Portal=0.047, Drawcalls=0.023, Finish=2.590
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 6 lower, 0.014 ms
267 fps

Coincident
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Re: GZDoom 2.0.03 released

Post by Coincident »

Hello everyone.
blakecasimir wrote:Is anyone else experiencing a massive drop in frame rate compared to 1.x versions?
I'm playing GZDoom on an old laptop with a pokey Radeon 3450, but that's quite enough to play 1.x versions of GZDoom at good frame rates.
I'm using the same config file with any v2.0 build, and performance tanks.
One person here suggested using the -gl3 command line but it makes no difference.
I've also seen a huge framerate drop with GZDoom 2.x, with lights.pk3 loaded.
I have a relatively high-end computer; quad core i7, tripple-channel 6GM RAM, a Radeon HD6970 gfx, and the latest ATI drivers (on win7).
My FPS dropped from 300 to 40 with 2 lights on the screen (E1M1 right at the start).
Is this maybe a problem common to all ATI gfx cards?

Anyway, I placed the -gl3 option in my .bat file, and it fixed the problem.

(I wish this thread had more visibility... took me a while to find this fix)
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Graf Zahl
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

That's a driver problem with AMD, I think. But the latest dev builds and 2.0.04 should fix that problem (shitty implementation of shader storage buffers.)

What OpenGL version does your driver report?
Coincident
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Re: GZDoom 2.0.03 released

Post by Coincident »

At the AMD Catalyst Control Center, my driver displays the supported OpenGL Version: 6.14.10.13283

I'm using the lastest dev build from December the 20th (gzdoom-g2.1.pre-385-g0bc2c00), and I do get the performance problem if I don't use the -gl3 fix.

PS - I just found the thread with the 2.0.04 release.
I tried that version, but I'm afraid the problem persists (still fixed with -gl3).
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Graf Zahl
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

6.14.10 is the driever version. What I need is the OpenGL version GZDoom reports in its startup log.

I have a suspicion what's wrong but I need that info to implement a working fix.

Best do the following:

start GZDoom with '+logfile log.txt' on the command line and then post the contents of that log.txt file. Then I have all the relevant info.
Coincident
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Re: GZDoom 2.0.03 released

Post by Coincident »

Graf Zahl wrote:start GZDoom with '+logfile log.txt' on the command line and then post the contents of that log.txt file. Then I have all the relevant info.
Ok, here you go:

With -gl3:

Code: Select all

Log started: Mon Dec 22 18:22:41 2014

M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding C:/Games (x86)/GZDoom/gzdoom.pk3, 587 lumps
 adding c:/games (x86)/steam/SteamApps/common/ultimate doom/base/doom.wad, 2306 lumps
 adding C:/Games (x86)/GZDoom/skins/DoomMetalVol4.wad, 64 lumps
 adding lights.pk3, 4 lumps
I_Init: Setting up machine state.
CPU Speed: 2673 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
  Family 6, Model 26, Stepping 5
  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
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6900 Series
GL_VERSION: 4.4.13283 Compatibility Profile Context 14.501.1003.0 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 4.40
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator 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_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_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_compatibility 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_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control 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_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_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_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_bit_encoding 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_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_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_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_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_KHR_debug 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_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: 18
Max. fragment uniforms: 16384
Max. vertex uniforms: 16384
Max. uniform block size: 65536
Uniform block alignment: 256
Max. varying: 128
Max. combined shader storage blocks: 8
Max. vertex shader storage blocks: 8
Resolution: 1920 x 1080

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

e1m1 - Hangar
Without -gl3:

Code: Select all

Log started: Mon Dec 22 18:23:11 2014

M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding C:/Games (x86)/GZDoom/gzdoom.pk3, 587 lumps
 adding c:/games (x86)/steam/SteamApps/common/ultimate doom/base/doom.wad, 2306 lumps
 adding C:/Games (x86)/GZDoom/skins/DoomMetalVol4.wad, 64 lumps
 adding lights.pk3, 4 lumps
I_Init: Setting up machine state.
CPU Speed: 2673 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
  Family 6, Model 26, Stepping 5
  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
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6900 Series
GL_VERSION: 4.4.13283 Core Profile Context 14.501.1003.0 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.40
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator 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_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_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control 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_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_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_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_bit_encoding 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_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_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_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_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_KHR_debug 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_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: 18
Max. fragment uniforms: 16384
Max. vertex uniforms: 16384
Max. uniform block size: 65536
Uniform block alignment: 256
Max. varying: 128
Max. combined shader storage blocks: 8
Max. vertex shader storage blocks: 8
Resolution: 1920 x 1080

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e1m1 - Hangar
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Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
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Re: GZDoom 2.0.03 released

Post by Graf Zahl »

Crap!

It seems AMD still doesn't implement shader storage buffers properly, despite having GL 4.4. Seems I'll have to disable them entirely on non-NVidia hardware.
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