Intel GLSL /w sdlmame (Was: Re: dga does't work correctly)

Brian Paul brianp at vmware.com
Tue Jan 13 14:22:01 PST 2009


Steven Newbury wrote:
> On Saturday 10 January 2009 04:33:36 tom fogal wrote:
>> Steven Newbury <steve at snewbury.org.uk> writes:
>> [snip]
>>
>>> (including using GLSL shaders for overlay effects, though sadly the
>>> shader fails to compile with the intel driver for some reason [1])
>> [snip]
>>
>>> [1]
>>> src/osd/sdl/gl_shader_tool.c:375: GL Error: object 0x3 compilation failed
>>> src/osd/sdl/gl_shader_tool.c:375 glInfoLog: Error:
>>> Error: failed to preprocess the source.
>>>
>>> failed to process shader: <
>>> #pragma optimize (on)
>>> #pragma debug (off)
>> Try removing the pragma; doesn't look like it's supported yet in Mesa.
>>
>>     tf at tomasu dev grep -i pragma mesa/src/mesa/shader/slang/*.c
>>     mesa/src/mesa/shader/slang/slang_preprocess.c:#define TOKEN_PRAGMA    8
>>
>> vs. `if', which seems to have an implementation:
>>
>>     tf at tomasu dev grep -i token_if mesa/src/mesa/shader/slang/*.c
>>     mesa/src/mesa/shader/slang/slang_preprocess.c:#define TOKEN_IF        3
>>     mesa/src/mesa/shader/slang/slang_preprocess.c:         case TOKEN_IF:
>>
>> Just a guess.
> That got it running, although there is a serious problem with the colour-space 
> conversion shader.  Vector games seem to be fine though, with working overlay.

I've fixed the #pragma directive in Mesa for the 7.3 release.

If there's other bugs please file a bug report.

-Brian




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