4 отдельных ноутбука, все работают под управлением Ubuntu 11.04.
Один с картой ATI, работающий с GLX 1.4, OpenGl 3.3, GLSL 3.3, работает как положено.
GLXINFO:
name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: ATI
server glx version string: 1.4
server glx extensions:
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method,
GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGIS_multisample,
GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group
client glx vendor string: ATI
client glx version string: 1.4
GLX version: 1.4
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Mobility Radeon HD 3400 Series
OpenGL version string: 3.3.10665 Compatibility Profile Context
OpenGL shading language version string: 3.30
Один с картой Nvidia, работающий с GLX 1.4, OpenGL 3.3, GLSL 3.3, не показывает никаких эффектов шейдера.
GLXINFO:
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_NV_float_buffer,
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,
GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage,
GLX_NV_video_capture, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness
GLX version: 1.4
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB,
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: Quadro NVS 140M/PCI/SSE2
OpenGL version string: 3.3.0 NVIDIA 280.13
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler
Другой с картой Nvidia, работающий под управлением GLX 1.4, OpenGL 4.1, GLSL 4.1, работает, как и ожидалось, ОДНАКО есть идентичный ноутбук, который отображает те же симптомы, что и ноутбук выше, без эффектов.
GLXINFO: Работает
name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_NV_float_buffer,
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,
GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage,
GLX_NV_video_capture, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness
GLX version: 1.4
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB,
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVS 4200M/PCI/SSE2
OpenGL version string: 4.1.0 NVIDIA 270.41.06
OpenGL shading language version string: 4.10 NVIDIA via Cg compiler
OpenGL extensions:
GL_ARB_blend_func_extended, GL_ARB_color_buffer_float,
GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float,
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_draw_buffers_blend, GL_ARB_draw_indirect,
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
GL_ARB_ES2_compatibility, GL_ARB_explicit_attrib_location,
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program,
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5,
GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,
GL_ARB_imaging, GL_ARB_instanced_arrays, GL_ARB_map_buffer_range,
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,
GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,
GL_ARB_shader_bit_encoding, GL_ARB_shader_objects,
GL_ARB_shader_precision, GL_ARB_shader_subroutine,
GL_ARB_shading_language_100, GL_ARB_shading_language_include,
GL_ARB_shadow, GL_ARB_sync, GL_ARB_tessellation_shader,
GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_compression,
GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc,
GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array,
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_float, GL_ARB_texture_gather,
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample,
GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod,
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2,
GL_ARB_transform_feedback3, GL_ARB_transpose_matrix,
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,
GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit,
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array,
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_bindable_uniform, 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_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_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object,
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_shader_objects,
GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store,
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_dxt1, 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_format_BGRA8888,
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_shared_exponent, GL_EXT_texture_sRGB,
GL_EXT_texture_swizzle, GL_EXT_texture_type_2_10_10_10_REV,
GL_EXT_timer_query, GL_EXT_transform_feedback2, GL_EXT_vertex_array,
GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit,
GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
GL_KTX_buffer_region, GL_NV_alpha_test, GL_NV_blend_minmax,
GL_NV_blend_square, GL_NV_complex_primitives, GL_NV_conditional_render,
GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float,
GL_NV_depth_clamp, GL_NV_explicit_multisample,
GL_NV_fbo_color_attachments, GL_NV_fence, GL_NV_float_buffer,
GL_NV_fog_distance, GL_NV_fragdepth, 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_gpu_program4_1, GL_NV_gpu_program5,
GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, 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_parameter_buffer_object2, GL_NV_pixel_data_range,
GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,
GL_NV_register_combiners2, GL_NV_shader_buffer_load,
GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp,
GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,
GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit,
GL_NV_vertex_buffer_unified_memory, 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_NVX_gpu_memory_info, GL_OES_depth24,
GL_OES_depth32, GL_OES_depth_texture, GL_OES_element_index_uint,
GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer,
GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8,
GL_OES_standard_derivatives, GL_OES_texture_3D, GL_OES_texture_float,
GL_OES_texture_float_linear, GL_OES_texture_half_float,
GL_OES_texture_half_float_linear, GL_OES_texture_npot,
GL_OES_vertex_array_object, GL_OES_vertex_half_float,
GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
GL_SGIX_shadow, GL_SUN_slice_accum
GLXINFO: не работает
name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_NV_float_buffer,
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,
GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage,
GLX_NV_video_capture, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness
GLX version: 1.4
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB,
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVS 4200M/PCI/SSE2
OpenGL version string: 4.1.0 NVIDIA 270.41.06
OpenGL shading language version string: 4.10 NVIDIA via Cg compiler
OpenGL extensions:
GL_ARB_blend_func_extended, GL_ARB_color_buffer_float,
GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float,
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_draw_buffers_blend, GL_ARB_draw_indirect,
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
GL_ARB_ES2_compatibility, GL_ARB_explicit_attrib_location,
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program,
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5,
GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,
GL_ARB_imaging, GL_ARB_instanced_arrays, GL_ARB_map_buffer_range,
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects,
GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,
GL_ARB_shader_bit_encoding, GL_ARB_shader_objects,
GL_ARB_shader_precision, GL_ARB_shader_subroutine,
GL_ARB_shading_language_100, GL_ARB_shading_language_include,
GL_ARB_shadow, GL_ARB_sync, GL_ARB_tessellation_shader,
GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_compression,
GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc,
GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array,
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_float, GL_ARB_texture_gather,
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample,
GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod,
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2,
GL_ARB_transform_feedback3, GL_ARB_transpose_matrix,
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,
GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit,
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array,
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_bindable_uniform, 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_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_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object,
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_shader_objects,
GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store,
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_dxt1, 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_format_BGRA8888,
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_shared_exponent, GL_EXT_texture_sRGB,
GL_EXT_texture_swizzle, GL_EXT_texture_type_2_10_10_10_REV,
GL_EXT_timer_query, GL_EXT_transform_feedback2, GL_EXT_vertex_array,
GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit,
GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
GL_KTX_buffer_region, GL_NV_alpha_test, GL_NV_blend_minmax,
GL_NV_blend_square, GL_NV_complex_primitives, GL_NV_conditional_render,
GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float,
GL_NV_depth_clamp, GL_NV_explicit_multisample,
GL_NV_fbo_color_attachments, GL_NV_fence, GL_NV_float_buffer,
GL_NV_fog_distance, GL_NV_fragdepth, 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_gpu_program4_1, GL_NV_gpu_program5,
GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, 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_parameter_buffer_object2, GL_NV_pixel_data_range,
GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,
GL_NV_register_combiners2, GL_NV_shader_buffer_load,
GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp,
GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,
GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit,
GL_NV_vertex_buffer_unified_memory, 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_NVX_gpu_memory_info, GL_OES_depth24,
GL_OES_depth32, GL_OES_depth_texture, GL_OES_element_index_uint,
GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer,
GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8,
GL_OES_standard_derivatives, GL_OES_texture_3D, GL_OES_texture_float,
GL_OES_texture_float_linear, GL_OES_texture_half_float,
GL_OES_texture_half_float_linear, GL_OES_texture_npot,
GL_OES_vertex_array_object, GL_OES_vertex_half_float,
GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
GL_SGIX_shadow, GL_SUN_slice_accum
Вкратце, я пытаюсь сделать снимки, найти участки, достаточно синие, чтобы считать их океанами, и осветлить эти пиксели, потому что океаны слишком темные. Пакет, который я использую (NASA WorldWind), написан на JAVA с использованием JOGL, поэтому я использую JOGL, чтобы использовать собственный фрагмент и вершинный шейдер для создания этого эффекта.
Есть несколько странных вещей, которые, я считаю, могут быть признаками того, что является причиной отсутствия затенения.
Во-первых, если фрагментный шейдер будет изменен, чтобы просто окрашивать все пиксели в красный цвет без причины, рабочие машины отобразят красную сферу. Машины, которые не работают, мигают красную сферу за один раз, а затем карта возвращается к исходным изображениям (виден весь земной шар, а океаны темные).
Во-вторых, если в java-пакет внесено изменение, так что цикл рендеринга не вызывает glUseProgram (0), рабочие машины странно, но по-прежнему закрываются, а машины, которые не работают, будут иметь полупрозрачную сферу это тот цвет, который я установил в шейдере GL_fragcolor. Это еще более странно из-за того, что он игнорирует отброшенные пиксели и в любом случае затеняет их этим цветом.
В-третьих, большая часть отладочной информации, которую я получил от включения отладки jogl, - это мусор, но на машине ATI я вижу, что она довольно часто получает текстуру степени два, в то время как на машине nvidia, которая не ' Если у вас одинаковая пара, текстура степени двойки появляется один или два раза в начале выполнения.
Шейдеры получают унифицированный sampler2D из кода JOGL и используют его для создания texture2D, через который получается цвет пикселя.
Fragment Shader
uniform sampler2D tile_image;
uniform float brightness;
const vec3 coef = vec3(0.2125, 0.7154, 0.0721);
uniform float saturation;
uniform vec4 hueToAdjust;
vec4 shadeTile(vec4 tile_val);
//Fragment shader. Colors every coordinate that is mostly blue to a lighter blue.
void main (void)
{
if (gl_TexCoord[0].s < 0 || gl_TexCoord[0].s > 1) discard;
if (gl_TexCoord[0].t < 0 || gl_TexCoord[0].t > 1) discard;
vec4 tile_val = texture2D(tile_image, gl_TexCoord[0].st);
//this if statement catches the majority of the ocean areas
if(tile_val.b >= (tile_val.g+tile_val.r))
{
tile_val = shadeTile(tile_val);
}
gl_FragColor = vec4 (tile_val.rgba);
}
vec4 shadeTile(vec4 tile_val)
{
//saturation
vec4 intensity = vec4(dot(tile_val.rgb,coef));
tile_val = mix(intensity, tile_val, saturation);
//contrast
tile_val = brightness * (1.0 - saturation) + tile_val;
//hue adjust
tile_val.rgba *= hueToAdjust;
//brightness
tile_val.rgba *= brightness;
return tile_val;
}
Вершинный шейдер:
void main(void)
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[0] * gl_MultiTexCoord1;
gl_Position = ftransform();
}
Цикл рендеринга:
Public void render(DrawContext dc)
{
if (d_doRender)
{
GL gl = dc.getGL();
if (d_glsl != null && d_glsl.isShaderSupported())
{
d_glsl.useShaders();
d_glsl.startShader();
gl.glUniform1i(d_glsl.getUniformLocation("tile_image"), 0);
gl.glUniform1f(d_glsl.getUniformLocation("saturation"),
d_saturation);
gl.glUniform4f(d_glsl.getUniformLocation("hueToAdjust"),
d_hueToAdjust[0], d_hueToAdjust[1],
d_hueToAdjust[2], d_hueToAdjust[3]);
gl.glUniform1f(d_glsl.getUniformLocation("brightness"),
d_brightness);
}
super.render(dc);
if (d_glsl != null && d_glsl.isShaderSupported())
{
d_glsl.endShader();
}
}
}
Также следует отметить, что информация о программах и шейдерах не дает информации о машинах, которые не работают, а на машине ATI говорят, что шейдеры были успешно скомпилированы для работы на этом оборудовании.