Find attached a log with the Atom, representing weak hardware with only
ps_2_0 support. These (esp. lots of Intel GMA systems) are likely also the
ones which would not be able to run a real OpenGL version, so I see need
for alternative ps_2_0 (GLSL 1.2) shader programs. Either this (running
still reasonably fast via ANGLE (about 7-10fps vs. 2-3fps with MESA)), or
a MESA fallback, or system requirements should climb to "Hardware with
PixelShader 3 (DirectX10)/GLSL1.30 (OpenGL3.0) support".

Kind regards,
Georg


On So, 10.08.2014, 14:00, Georg Zotti wrote:
> I just added a branch gz-opengl-init to get better diagnostics on various
> systems. Currently downloading to the netbook... It should run within the
> next 5 hours or so.
>
2014-08-10T21:18:13
Windows 7
Compiled using MSVC++ 12.0 (Visual Studio 2013)
Qt runtime version: 5.3.1
Qt compilation version: 5.3.1
Addressing mode: 32-bit
Total memory: 2038 MB (unreliable)
Total virtual memory: 2047 MB (unreliable)
Physical memory in use: 34%
Processor speed: 1662 MHz
Processor name: Intel(R) Atom(TM) CPU N450   @ 1.66GHz
Processor speed: 1662 MHz
Processor name: Intel(R) Atom(TM) CPU N450   @ 1.66GHz
C:\Qt\StelBZR\gz-opengl-init\builds\src\stellarium.exe 
 -------------------------------------------------------
[ This is Stellarium 0.13.1 - http://www.stellarium.org ]
[ Copyright (C) 2000-2014 Fabien Chereau et al          ]
 -------------------------------------------------------
Writing log file to: "C:\Users\gzotti\AppData\Roaming\Stellarium\log.txt"
File search paths:
  0 .  "C:\Users\gzotti\AppData\Roaming\Stellarium"
  1 .  "."
Config file is:  "C:\Users\gzotti\AppData\Roaming\Stellarium\config.ini"
OpenGL versions supported: "2.0 (ES)"
Driver version string: "OpenGL ES 2.0 (ANGLE 1.3.5bb7ec572d0a)"
GL vendor is "Google Inc."
GL renderer is "ANGLE (Intel(R) Graphics Media Accelerator 3150 Direct3D9Ex 
vs_0_0 ps_2_0)"
GL shading language version is "OpenGL ES GLSL ES 1.00 (ANGLE 1.3.5bb7ec572d0a)"
Cache directory is:  "C:\Users\gzotti\AppData\Local\stellarium\stellarium\cache"
Sky language is  "de"
Application language is  "de"
Loading Solar System data ...
Loading star data ...
"Loading ".\stars\default\stars_0_0v0_5.cat": 0_0v0_2; 4963"
"Loading ".\stars\default\stars_1_0v0_5.cat": 1_0v0_2; 21598"
"Loading ".\stars\default\stars_2_0v0_5.cat": 2_0v0_2; 150090"
"Loading ".\stars\default\stars_3_1v0_3.cat": 3_1v0_3; 428466"
Finished loading star catalogue data, max_geodesic_level:  3
navigation/preset_sky_time is a double - treating as jday: 2.45151e+06
Loaded 10051 NGC records
Loading NGC name data ...
Loaded 416 / 416 NGC name records successfully
Loading star names from ".\skycultures\western\star_names.fab"
Loaded 308 / 308 common star names
Loading star names from ".\stars\default\name.fab"
Loaded 4359 / 4359 scientific star names
Loading variable stars from ".\stars\default\gcvs_hip_part.dat"
Loaded 6886 / 6886 variable stars
Loaded 88 / 88 constellation records successfully for culture "western"
Loaded 85 / 85 constellation art records successfully for culture "western"
Loaded 89 / 89 constellation names
Loading constellation boundary data ... 
Loaded 782 constellation boundary segments
initializeOpenGLFunctions()...
OpenGL Features:
 - glActiveTexture() function is  available.
 - Shader functions are  available.
 - Vertex and index buffer functions are  available.
 - Framebuffer object functions are  available.
 - glBlendColor() is  available.
 - glBlendEquation() is  available.
 - glBlendEquationSeparate() is  available.
 - glBlendFuncSeparate() is  available.
 - Blend subtract mode is  available.
 - Compressed texture functions are  available.
 - glSampleCoverage() function is  available.
 - Separate stencil functions are  available.
 - Non power of two textures are NOT available.
 - Non power of two textures can NOT use GL_REPEAT as wrap parameter.
 - The fixed function pipeline is NOT available.
OpenGL shader capabilities and details:
 - Vertex Shader: YES
 - Fragment Shader: YES
 - Geometry Shader: NO
 - TessellationControl Shader: NO
 - TessellationEvaluation Shader: NO
 - Compute Shader: NO
We have 17 OpenGL extensions:
 -  "GL_ANGLE_framebuffer_blit"
 -  "GL_ANGLE_pack_reverse_row_order"
 -  "GL_ANGLE_texture_compression_dxt3"
 -  "GL_ANGLE_texture_compression_dxt5"
 -  "GL_ANGLE_texture_usage"
 -  "GL_ANGLE_translated_shader_source"
 -  "GL_EXT_frag_depth"
 -  "GL_EXT_read_format_bgra"
 -  "GL_EXT_robustness"
 -  "GL_EXT_texture_compression_dxt1"
 -  "GL_EXT_texture_filter_anisotropic"
 -  "GL_EXT_texture_format_BGRA8888"
 -  "GL_EXT_texture_storage"
 -  "GL_NV_fence"
 -  "GL_OES_get_program_binary"
 -  "GL_OES_packed_depth_stencil"
 -  "GL_OES_rgb8_rgba8"
glProgramParameteri cannot be resolved here. BAD!
glProgramParameteriEXT cannot be resolved here. BAD!
Intializing basic GL shaders... 
Creating GUI ...
Loaded plugin "AngleMeasure"
Loaded plugin "CompassMarks"
Loaded plugin "Observability"
Loaded plugin "Oculars"
Ocular plugin - press Command-O to toggle eyepiece view mode. Press ALT-o for 
configuration.
Oculars::validateIniFile ocular.ini exists at:  
"C:\Users\gzotti\AppData\Roaming\Stellarium\modules\Oculars\ocular.ini" . 
Checking version...
Oculars::validateIniFile found existing ini file version  3
Loaded plugin "Satellites"
Satellites: loading catalog file: 
"C:\Users\gzotti\AppData\Roaming\Stellarium\modules\Satellites\satellites.json"
Loaded plugin "SolarSystemEditor"
Using the ssystem.ini file that already exists in the user directory...
Intializing planets GL shaders... 
QOpenGLShader::link: "(113,17): error X5608: Compiled shader code uses too many 
arithmetic instruction slots (452). Max. allowed by the target (ps_2_0) is 64. 
Consider increasing optimization level to reduce instruction count.
(1,1): error X5609: Compiled shader code uses too many instruction slots (453). 
Max. allowed by the target (ps_2_0) is 96.

Warning: D3D shader compilation failed with 
default
 flags.
 Retrying with 
avoid flow control
.

(113,17): error X5608: Compiled shader code uses too many arithmetic 
instruction slots (452). Max. allowed by the target (ps_2_0) is 64. Consider 
increasing optimization level to reduce instruction count.
(1,1): error X5609: Compiled shader code uses too many instruction slots (453). 
Max. allowed by the target (ps_2_0) is 96.

Warning: D3D shader compilation failed with 
avoid flow control
 flags.
 Retrying with 
prefer flow control
.

(113,17): error X5608: Compiled shader code uses too many arithmetic 
instruction slots (452). Max. allowed by the target (ps_2_0) is 64. Consider 
increasing optimization level to reduce instruction count.
(1,1): error X5609: Compiled shader code uses too many instruction slots (453). 
Max. allowed by the target (ps_2_0) is 96.

Warning: D3D shader compilation failed with 
prefer flow control
 flags.
Failed to create D3D shaders.
"
"StelPainter: Warnings while linking planetShaderProgram shader program:
(113,17): error X5608: Compiled shader code uses too many arithmetic 
instruction slots (452). Max. allowed by the target (ps_2_0) is 64. Consider 
increasing optimization level to reduce instruction count.
(1,1): error X5609: Compiled shader code uses too many instruction slots (453). 
Max. allowed by the target (ps_2_0) is 96.

Warning: D3D shader compilation failed with 
default
 flags.
 Retrying with 
avoid flow control
.

(113,17): error X5608: Compiled shader code uses too many arithmetic 
instruction slots (452). Max. allowed by the target (ps_2_0) is 64. Consider 
increasing optimization level to reduce instruction count.
(1,1): error X5609: Compiled shader code uses too many instruction slots (453). 
Max. allowed by the target (ps_2_0) is 96.

Warning: D3D shader compilation failed with 
avoid flow control
 flags.
 Retrying with 
prefer flow control
.

(113,17): error X5608: Compiled shader code uses too many arithmetic 
instruction slots (452). Max. allowed by the target (ps_2_0) is 64. Consider 
increasing optimization level to reduce instruction count.
(1,1): error X5609: Compiled shader code uses too many instruction slots (453). 
Max. allowed by the target (ps_2_0) is 96.

Warning: D3D shader compilation failed with 
prefer flow control
 flags.
Failed to create D3D shaders.
"
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