On 2/19/12 4:59 PM, Paul McIntosh wrote:
> I was just wondering how well shaders should work through VirtualGL? We are
> having an issue with Avizo which uses a shader for 3D measurement. When we
> hit the measurement button it crashes with the following message.
> 
> Signal caught.
> /usr/local/avizo/7.0.0/lib/arch-LinuxAMD64-Optimize/libmclib.so(_ZN11McExcep
> tion13initBacktraceEv+0x27) [0x2ae79c0761b9]
> /usr/local/avizo/7.0.0/lib/arch-LinuxAMD64-Optimize/libmclib.so(_ZN11McExcep
> tionC1Ev+0x167) [0x2ae79c077dcd]
> /usr/local/avizo/7.0.0/lib/arch-LinuxAMD64-Optimize/libAvizoCommon.so(_ZN11H
> xAvizoCore13signalHandlerEi+0x30) [0x2ae7a4fa474a]
> /lib64/libc.so.6 [0x34ddc302d0]
> /usr/lib64/libnvidia-glcore.so.270.41.34 [0x34eb0bd9f0]
> /usr/lib64/libGL.so.1 [0x34e18736af]
> QGLShader: could not create shader
> Warning: "" failed to compile!
> /usr/local/avizo/7.0.0/bin/AvizoEarth: line 3: 27917 Segmentation fault
> `dirname $0`/start -AvizoEarth $*

They should work fine, so I'm not sure what could be happening there.
The whole idea behind VirtualGL is that it intercepts mainly just the
functions that touch the X display, such as glXCreateContext(), etc.
Once the context has been effectively re-routed into a Pbuffer on the 3D
X server, then everything else that takes place at the OpenGL level
should seamlessly pass through to that.  The key word there, however, is
"should".

I am able to run simple GLSL examples, such as the ones in mesa-demos,
in VirtualGL with no issues.

Sorry that that isn't more helpful.  It's just impossible to say more
without knowing what the app is trying to do.


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