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Very Hot Topic (More than 25 Replies) XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament (Read 23018 times)
スマイル・ドラゴン
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #105 - Jul 1st, 2016 at 8:55pm
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AMD BARTS doesn't support double precision floating point and nobody at Mesa feels like adding the neccesary software emulation to make it work.

I'm on 4.4.0-22-generic so I doubt proprietary drivers are a good idea right now. Nor do I even want to use proprietary drivers when everything else from Terraria to Source Engine seems to work fine.
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #106 - Jul 2nd, 2016 at 6:53am
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スマイル・ドラゴン wrote on Jul 1st, 2016 at 3:16pm:
I can't run this on open source drivers I just get this error:

Code
Select All
SDL2: Opening viewport.
Bound to XOpenGLDrv.so
SDL2: Loaded render device class.
XOpenGL:Creating new OpenGL context.
SDL2: Using OpenGL
SDL2: Creating new window with 1024x768
Glew successfully initialized.
XOpenGL: MakeCurrent
GL_VENDOR  : X.Org
GL_RENDERER : Gallium 0.4 on AMD BARTS (DRM 2.43.0, LLVM 3.8.0)
GL_VERSION  : 3.0 Mesa 11.2.0-devel (git-85fab1f 2016-02-10 trusty-oibaf-ppa)
OpenGL 3.3 context initialized!
Log compiling xopengl/DrawSimple.vert 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES

appError called:
Failed compiling xopengl/DrawSimple.vert
UXOpenGLRenderDevice::LoadShader <- UXOpenGLRenderDevice::InitShaders <- UXOpenG
LRenderDevice::SetRes <- UXOpenGLRenderDevice::Init <- USDL2Viewport::TryRenderD
evice <- USDL2Viewport::OpenWindow <- UGameEngine::Init <- InitEngine <- main
Executing UObject::StaticShutdownAfterError
SDL2: Executing USDL2Client::ShutdownAfterError
XOpenGL: ShutdownAfterError
Failed compiling xopengl/DrawSimple.vert
History:
UXOpenGLRenderDevice::LoadShader <- UXOpenGLRenderDevice::InitShaders <- UXOpenG
LRenderDevice::SetRes <- UXOpenGLRenderDevice::Init <- USDL2Viewport::TryRenderD
evice <- USDL2Viewport::OpenWindow <- UGameEngine::Init <- InitEngine <- main


Exiting due to error
appRequestExit(1) Failed compiling xopengl/DrawSimple.vert 



Do I really need that level of GLSL support? Because then obviously my GPU must be seriously out of date or Mesa doesn't support GLSL 3.30 yet.


But Mesa supports ES 3.0, so just switch to ES, one of the reasons I made it switchable between Core and ES. My crappy Intel card doesn't support 3.3 in Linux as well, unfortunately. It's a pity that drivers are that much behind in Linux.
But just as a general side note, 3.3 is existing since 03/2010, it's really not a high requirement at all, seen from a global scope.

lowenz wrote on Jul 1st, 2016 at 7:34pm:
With "ES" path the brightness handling is completely different.
Can you match it with "Core"'s one or is a pain in the ass?

Noticed that myself already, no idea yet what it's caused by, should be the same, but will check once I find the time to work on it again.



  

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スマイル・ドラゴン
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #107 - Jul 2nd, 2016 at 8:41am
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Then I wonder why I don't get GLSL 3.30 despite having OpenGL 3.3 context support.

I read online it may be due to the program not requesting a OpenGL 3.3 Core profile context, because Mesa doesn't support Compatibility context's for some reason.

I don't know how to get it to switch to ES, and glxinfo doesn't even report OpenGL ES at all.
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #108 - Jul 2nd, 2016 at 11:40am
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it's a setting in advanced options:
OpenGLVersion=Core
to
OpenGLVersion=ES

and it's definitely core profile Smiley - but as said, with my Intel card and Mesa I don't get 3.3 either.


Edited:
glxinfo | grep 'version'
should show ES as well though, do you get nothing at all there about ES?
« Last Edit: Jul 2nd, 2016 at 3:05pm by Smirftsch »  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #109 - Jul 2nd, 2016 at 6:00pm
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I get nothing about OpenGL ES in glxinfo. So why is it saying I support a GLSL version of 3.00 ES?
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #110 - Jul 2nd, 2016 at 6:19pm
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need to check again though, but as far I do remember right now, is Mesa supporting it by default, so I'm more wondering why it should NOT support it Smiley - except maybe it's some additional package and not in core packages at least...
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #111 - Jul 4th, 2016 at 2:11am
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Even setting that variable in the ini it still crashes.

What would happen if I went and changed every shader file to ask for 1.30 GLSL? Will that just fail spectacularly? Is there a reason why it needs 3.30 because Terraria and Source Engine have shaders working just fine on 1.30...
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #112 - Jul 4th, 2016 at 10:10am
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not spectacularly, but will fail for the moment. When I find some time I will see what all is required or is to be stripped&changed to make it work with the 1.3 version, functionality in general should be possible with this version though.
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #113 - Jul 4th, 2016 at 4:51pm
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Test on Intel Skylake (i3 6300) + Intel GPU (HD 530).

OpenGL ES -> strange behaviour, corrupted geometry, no menu, etc....

OpenGL Core -> perfect (!!!!), constantly 300 FPS in DM-Agony.....brilliant!

So the problem is only for Radeon GPUs (drivers).
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #114 - Jul 4th, 2016 at 5:14pm
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Maybe if I wasn't stuck on a GPU that had no hardware support for double precision floating points I wouldn't have this problem.

Or maybe if Mesa did Compatibility Profiles, I mean yeah that would be REALLY nice.
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #115 - Jul 14th, 2016 at 12:14pm
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EDIT

Low FPS problem with "Core" mode still present with Win10

With "ES" mode 90 FPS vs.....250 (GeForce 750 Ti).
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #116 - Oct 16th, 2016 at 6:29pm
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Any news so far?
  
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #117 - Oct 20th, 2016 at 1:52pm
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not much, got little feedback recently and my time was very limited also. Still alive though Cheesy
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #118 - Nov 1st, 2016 at 12:01am
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Just gave the latest a try and I don't know if AMD just hates OpenGL or what, but I have not been able to get decent performance out of this. In Direct3D10 and other OpenGL renderers, I've been able to pretty much just max out every setting (parallax mapping, etc.) in the preferences window and get 200fps unless I used vsync. with XopenGL however that is far from the case, regardless of settings I'm lucky to crack 15fps default or with tweaks and with some tweaks I've gotten the game to completely lock up, display almost all black, or display everything over lit. My rig has a Radeon HD7950 3GB graphics card and a 4GHz Vishera and 8GB of RAM if you need specs. OpenGL version: 6.14.10.14008, Radeon Settings Version: 2016.0916.1515.27418, running Windows 10 here.
  
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #119 - Nov 1st, 2016 at 12:24am
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What parallex mapping? Unreal didn't have support for that since version 0.83 (October 1996), shamefuly enough....

Unless its something new in these drivers.
  

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