Should I open a bug report? On 18 February 2015 at 00:23, Bojan Petrović <boja...@gmail.com> wrote:
> Here's what I get: > > qt.scenegraph.info: Animation Driver: using vsync: 16.67 ms >> qt.scenegraph.info: texture atlas dimensions: 512x512 >> qt.scenegraph.info: R/G/B/A Buffers: 8 8 8 8 >> qt.scenegraph.info: Depth Buffer: 24 >> qt.scenegraph.info: Stencil Buffer: 8 >> qt.scenegraph.info: Samples: 0 >> qt.scenegraph.info: GL_VENDOR: ATI Technologies Inc. >> qt.scenegraph.info: GL_RENDERER: AMD Radeon HD 7470M >> qt.scenegraph.info: GL_VERSION: 4.2.11399 Compatibility Profile >> Context >> qt.scenegraph.info: GL_EXTENSIONS: GL_ARB_texture_multisample >> GL_ARB_occlus >> ion_query GL_EXT_texture_compression_bptc GL_ARB_instanced_arrays >> GL_ATI_draw_bu >> ffers GL_NV_primitive_restart GL_EXT_blend_subtract GL_EXT_bgra >> GL_EXT_separate_ >> specular_color GL_ARB_map_buffer_alignment GL_ATI_texture_compression_3dc >> GL_ARB >> _shader_image_load_store GL_ARB_vertex_shader >> GL_ARB_explicit_attrib_location GL >> _EXT_blend_func_separate GL_ARB_shader_texture_lod GL_ARB_shadow >> GL_AMD_seamless >> _cubemap_per_texture GL_EXT_point_parameters GL_NV_blend_square >> GL_ARB_draw_buff >> ers GL_EXT_packed_float GL_AMDX_vertex_shader_tessellator >> GL_ARB_vertex_buffer_o >> bject GL_EXT_fog_coord GL_EXT_texture_edge_clamp >> GL_EXT_framebuffer_multisample >> GL_EXT_blend_color GL_ARB_conservative_depth GL_ARB_depth_texture >> GL_EXT_draw_in >> stanced GL_AMD_transform_feedback3_lines_triangles >> GL_EXT_pixel_buffer_object GL >> _ARB_fragment_program GL_EXT_texture_rectangle GL_SGIS_texture_edge_clamp >> GL_EXT >> _timer_query GL_ARB_shading_language_packing GL_ARB_framebuffer_object >> GL_EXT_ve >> rtex_array_bgra GL_AMD_multi_draw_indirect GL_EXT_abgr >> GL_ARB_texture_env_crossb >> ar GL_ARB_multisample GL_AMD_pinned_memory GL_ARB_framebuffer_sRGB >> GL_ARB_geomet >> ry_shader4 GL_ARB_texture_rectangle GL_ARB_internalformat_query >> GL_ARB_sync GL_A >> RB_fragment_program_shadow GL_ARB_separate_shader_objects >> GL_AMD_texture_texture >> 4 GL_ARB_shadow_ambient GL_EXT_texture_cube_map GL_EXT_texgen_reflection >> GL_EXT_ >> texture_lod_bias GL_ARB_draw_buffers_blend GL_ARB_half_float_vertex >> GL_EXT_direc >> t_state_access GL_EXT_texture_compression_latc GL_ATI_separate_stencil >> GL_EXT_te >> xture_storage GL_ARB_viewport_array GL_ARB_base_instance >> GL_EXT_draw_range_eleme >> nts GL_AMD_performance_monitor GL_EXT_rescale_normal >> GL_SGIS_generate_mipmap GL_ >> ARB_texture_non_power_of_two GL_ARB_texture_compression_rgtc >> GL_ARB_sample_shadi >> ng GL_ARB_blend_func_extended GL_EXT_blend_equation_separate >> GL_EXT_texture_swiz >> zle GL_ARB_texture_cube_map GL_ARB_copy_buffer >> GL_ARB_texture_mirrored_repeat GL >> _AMD_shader_stencil_export GL_EXT_bindable_uniform >> GL_AMD_vertex_shader_tessella >> tor GL_ARB_vertex_array_object GL_EXT_provoking_vertex >> GL_ARB_tessellation_shade >> r GL_AMD_name_gen_delete GL_AMD_sample_positions >> GL_ARB_color_buffer_float GL_EX >> T_texture_shared_exponent GL_EXT_vertex_attrib_64bit >> GL_ARB_compressed_texture_p >> ixel_storage GL_EXT_compiled_vertex_array GL_EXT_texture_env_dot3 >> GL_EXT_histogr >> am GL_ARB_half_float_pixel GL_ARB_texture_rgb10_a2ui >> GL_ARB_texture_storage GL_A >> RB_texture_rg GL_ARB_map_buffer_range GL_ATI_meminfo >> GL_ARB_transform_feedback_i >> nstanced GL_ARB_transpose_matrix GL_ARB_shading_language_100 >> WGL_EXT_swap_contro >> l GL_SUN_multi_draw_arrays GL_ARB_vertex_program GL_EXT_texture3D >> GL_NV_explicit >> _multisample GL_AMDX_debug_output GL_WIN_swap_hint >> GL_ARB_texture_cube_map_array >> GL_EXT_multi_draw_arrays GL_ARB_timer_query GL_EXT_secondary_color >> GL_ATI_textu >> re_env_combine3 GL_ATI_envmap_bumpmap GL_AMD_draw_buffers_blend >> GL_EXT_texture_e >> nv_combine GL_ARB_point_sprite GL_ARB_texture_compression_bptc >> GL_ARB_pixel_buff >> er_object GL_ARB_vertex_attrib_64bit GL_ARB_shader_objects >> GL_EXT_packed_pixels >> GL_EXT_subtexture GL_ARB_shader_bit_encoding >> GL_ARB_draw_elements_base_vertex GL >> _ARB_texture_env_add GL_ARB_texture_env_combine GL_AMD_shader_trace >> GL_ARB_verte >> x_type_2_10_10_10_rev GL_EXT_framebuffer_sRGB >> GL_EXT_texture_filter_anisotropic >> GL_ARB_shading_language_420pack GL_SGIS_texture_lod >> GL_IBM_texture_mirrored_repe >> at GL_ATI_texture_mirror_once GL_ARB_point_parameters GL_EXT_gpu_shader4 >> GL_ARB_ >> depth_clamp GL_ARB_provoking_vertex GL_EXT_packed_depth_stencil >> GL_ARB_draw_indi >> rect GL_NV_half_float GL_ATI_fragment_shader GL_ARB_texture_env_dot3 >> GL_EXT_text >> ure_compression_s3tc GL_EXT_copy_buffer GL_ARB_uniform_buffer_object >> GL_EXT_text >> ure_array GL_EXT_texture_env_add GL_ARB_fragment_shader >> GL_ARB_ES2_compatibility >> GL_EXT_texture_lod GL_NV_copy_image GL_ARB_fragment_coord_conventions >> GL_EXT_gp >> u_program_parameters GL_ARB_vertex_array_bgra GL_ARB_shader_subroutine >> GL_ARB_tr >> ansform_feedback2 GL_EXT_geometry_shader4 GL_ARB_draw_instanced >> GL_ARB_get_progr >> am_binary GL_EXT_transform_feedback GL_EXT_copy_texture >> GL_EXT_vertex_array GL_A >> RB_window_pos GL_EXT_texture_snorm GL_NV_texture_barrier >> GL_ARB_texture_border_c >> lamp GL_ARB_transform_feedback3 GL_NV_conditional_render >> GL_EXT_shader_image_loa >> d_store GL_EXT_texture_integer GL_ARB_seamless_cube_map >> GL_ARB_texture_snorm GL_ >> AMD_texture_cube_map_array GL_NV_texgen_reflection GL_ATI_texture_float >> GL_ARB_s >> hader_precision GL_ARB_imaging GL_ARB_texture_buffer_object >> GL_EXT_framebuffer_b >> lit GL_EXT_shadow_funcs GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 >> GL_ARB_te >> xture_compression GL_AMD_depth_clamp_separate GL_EXT_texture_mirror_clamp >> GL_ARB >> _texture_float GL_NV_float_buffer GL_ARB_shader_atomic_counters >> GL_ARB_sampler_o >> bjects GL_EXT_stencil_wrap GL_NV_copy_depth_to_color GL_ARB_gpu_shader5 >> GL_EXT_b >> lend_minmax GL_EXT_texture_buffer_object GL_EXT_texture_compression_rgtc >> GL_EXT_ >> draw_buffers2 GL_ARB_texture_buffer_object_rgb32 >> GL_EXT_framebuffer_object GL_EX >> T_texture_object GL_AMD_debug_output GL_EXT_texture_sRGB >> GL_ARB_multitexture GL_ >> ARB_texture_gather GL_ARB_texture_query_lod GL_ARB_shader_stencil_export >> GL_KTX_ >> buffer_region GL_ARB_depth_buffer_float GL_AMD_conservative_depth >> qt.scenegraph.info: Max Texture Size: 16384 >> qt.scenegraph.info: texture atlas dimensions: 512x512 >> qt.scenegraph.info: texture atlas dimensions: 512x512 >> qt.scenegraph.info: texture atlas dimensions: 512x512 > > > On 17 February 2015 at 20:21, Gunnar Sletta <gun...@sletta.org> wrote: > >> What is the output when you run with QSG_INFO=1 in the environment? >> >> cheers, >> Gunnar >> >> On 17 Feb 2015, at 13:07, Bojan Petrović <boja...@gmail.com> wrote: >> >> Hi Gunnar, >> >> It's the official dynamic build for VS 2013. I am working on a laptop >> with AMD Radeon HD 7470M card. Driver is 8.93-111205a-131054C (OpenGL >> version 6.14.10.11399). >> >> Bojan >> >> On 17 February 2015 at 16:56, Gunnar Sletta <gun...@sletta.org> wrote: >> >>> The renderer will give that assertion if your OpenGL context isn’t >>> working correctly. For instance, if you compiled Qt with desktop gl, but >>> you don’t have up to date drivers. Though this should have been caught by >>> the error checking in the render loop already, so it is a bit puzzling. >>> >>> What kind of Qt build is this? dynamic, desktop GL, Angle? What kind of >>> driver / hardware? >>> >>> cheers, >>> Gunnar >>> >>> >>> On 17 Feb 2015, at 07:22, Bojan Petrović <boja...@gmail.com> wrote: >>> >>> Hi, >>> >>> I am using Qt 5.4 on Windows. I have encountered a failed assertion >>> in QSGBatchRenderer::ShaderManager::prepareMaterial(QSGMaterial * >>> material), line 158 C++. It happens when I start my application, but not >>> every time. This is the message I got in the console: >>> >>> uniform highp float _qt_zRange; >>>> void main() >>>> { >>>> gl_Position = matrix * vertexCoord; >>>> color = vertexColor * opacity; >>>> gl_Position.z = (gl_Position.z * _qt_zRange + _qt_order) * >>>> gl_Position.w; >>>> } >>>> *** >>>> QOpenGLShader::compile(Fragment): Fragment shader failed to compile >>>> with the fol >>>> lowing errors: >>>> *** Problematic Fragment shader source code *** >>>> #define lowp >>>> #define mediump >>>> #define highp >>>> varying lowp vec4 color; >>>> void main() >>>> { >>>> gl_FragColor = color; >>>> } >>>> *** >>>> ASSERT: "shader->id_zRange >= 0" in file >>>> scenegraph\coreapi\qsgbatchrenderer.cpp >>>> , line 158 >>> >>> >>> Am I failing to respect some restriction or could this be a Qt bug? >>> >>> I created a debugger dump and I;m downloading Qt source now so I can see >>> it in debugger, but I am not familiar with that code so I doubt that I will >>> help me too much. >>> >>> Bojan >>> _______________________________________________ >>> Development mailing list >>> Development@qt-project.org >>> http://lists.qt-project.org/mailman/listinfo/development >>> >>> >>> >> >> >
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