[r811] A bunch of shader errors
Posted: Wed Jun 02, 2010 2:47
by wildweasel
I get a crap-ton of shader errors upon starting up GZDoom. Also, some of the powerup blends do not work (presumably because of said shader errors). Attached is a logfile with the console's output, immediately after having deleted all INI files from the GZDoom folder. The WAD files it's loading do not have shaders in them.
My hardware:
Pentium D 3.0 GHz
GeForce 8800 GT 512 MB
2 GB RAM
Windows 7 Ultimate
My hardware:
Pentium D 3.0 GHz
GeForce 8800 GT 512 MB
2 GB RAM
Windows 7 Ultimate
Spoiler: A huge messCode: Select all
Log started: Tue Jun 01 18:42:01 2010 W_Init: Init WADfiles. adding G:/Games/Doom/Ports/gzdoom-current/gzdoom.pk3, 540 lumps adding G:/Games/Doom/WADs/iwads/DOOM2.WAD, 2919 lumps adding G:/Games/Doom/Ports/gzdoom-current/skins/dssecret.wad, 1 lumps adding G:/Games/Doom/Ports/gzdoom-current/skins/kroz.wad, 57 lumps adding G:/Games/Doom/Ports/gzdoom-current/skins/SWNINJA.WAD, 57 lumps adding G:/Games/Doom/WADs/generators/TestForOmega.wad, 621 lumps adding G:/Games/Doom/WADs/MyWADs/ww-style.pk3, 8 lumps I_Init: Setting up machine state. CPU Speed: 2993 MHz CPU Vendor ID: GenuineIntel Name: Intel(R) Pentium(R) D CPU 3.00GHz Family 15, Model 6, Stepping 4 Features: MMX SSE SSE2 SSE3 I_InitSound: Initializing FMOD FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009. Loaded FMOD version 4.26.10 V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. P_Init: Checking cmd-line parameters... G_ParseMapInfo: Load map definitions. S_InitData: Load sound definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. R_Init: Init Doom refresh subsystem. DecalLibrary: Load decals. Adding dehacked patch TestForOmega.wad:DEHACKED Patch installed M_Init: Init miscellaneous info. 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: NVIDIA Corporation GL_RENDERER: GeForce 8800 GT/PCI/SSE2 GL_VERSION: 3.0.0 GL_SHADING_LANGUAGE_VERSION: 1.30 NVIDIA via Cg compiler GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object 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_buffer_object 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_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object 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_bindable_uniform 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_provoking_vertex 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_array GL_EXT_texture_buffer_object 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_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_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra 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_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_explicit_multisample 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_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object 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_transform_feedback 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_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load 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 Max. texture units: 32 Max. fragment uniforms: 2048 Max. vertex uniforms: 4096 Max. varying: 60 Max. combined uniforms: 60 Max. combined uniform blocks: 60 Support for non power 2 textures enabled. Occlusion query enabled. Init Shader 'Default::colormap': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Default::default': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Default::glow': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Default::desaturate': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Default::glow+desaturate': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Default::default+dynlight': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Default::glow+dynlight': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Default::desaturate+dynlight': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Default::glow+desaturate+dynlight': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Warp 1::colormap': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Warp 2::colormap': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::colormap': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::default': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::glow': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::desaturate': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::glow+desaturate': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::default+dynlight': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::glow+dynlight': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::desaturate+dynlight': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'Brightmap::glow+desaturate+dynlight': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Init Shader 'spheremap': Linking: Fragment info ------------- (0) : fatal error C9999: Bad scope in ConvertLocalReferences() Resolution: 640 x 480 ]quit