Re: [Development] Failed assertion in QSGBatchRenderer::ShaderManager::prepareMaterial()

2015-02-18 Thread Bojan Petrović
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

Re: [Development] Failed assertion in QSGBatchRenderer::ShaderManager::prepareMaterial()

2015-02-17 Thread Bojan Petrović
 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
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[Development] Failed assertion in QSGBatchRenderer::ShaderManager::prepareMaterial()

2015-02-16 Thread Bojan Petrović
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
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Development mailing list
Development@qt-project.org
http://lists.qt-project.org/mailman/listinfo/development