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GLSL Problems

Started by TGA Feb 23, 2007 at 5:07 PM 2 replies 1.3k views
Original Post
TGA
TGA
I've just started poking around in GLSL, and I'm having some problems. It appears that my vertex shaders are being run in software, rather than in hardware, giving me a fairly large FPS drop. Having had a play with ShaderDesginer by TyphoonLabs to see if I could work out what was wrong I found I got this message on compiling: "Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in hardware." First off, to me this message doesn't make sense. It seems to be telling me my fragment shader is running in software, so my vertex shader must as well, but then says my fragment shader will run in hardware. Secondly, I'm fairly sure I want both of them in hardware, and this is the cause of my slowdown. I'm running this on a laptop which is only a few months old, could that fact that it's a laptop (and hence has weird GFX capabilities) be a possible cause? I've updated to the latest ATI drivers but it doesn't help.
Dim_Yimma_H
Dim_Yimma_H
Quote:
Original post by TGA
"Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in hardware."

First off, to me this message doesn't make sense.

I agree [grin]

I haven't tried Shader Designer but the thread GLSL program issue indicates that it could be a Shader Designer/ATI problem. Or too many shader instructions as suggested in ATI GLSL reverts back to software unexpectedly

If you run the simplest possible GLSL vertex/fragment shader and it still runs in software it could possibly be some Nvidia specific setting in Shader Designer. It might be worth trying RenderMonkey for better ATI support.
TGA
TGA
Using RenderMonkey, and the default shaders I get the same cryptic message as before, I also get this message before rendering:

"This effect will be rendered using software rasterizer - press space bar to update rendering."

So it looks like my card can't handle any form of GLSL vertex shaders.

EDIT: Just found my driver caps on ShaderDesigner:

GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VERTEX_ATTRIBS_ARB: 32
GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: 4096
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: 0
GL_MAX_VARYING_FLOATS_ARB: 44
GL_MAX_TEXTURE_IMAGE_UNITS_ARB: 16
GL_MAX_TEXTURE_COORDS_ARB: 8
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: 16
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: 4096

Does this mean anything to anybody?
GamerYZ
GamerYZ
Here is a program you can use to test if your card support all the OpenGL extensions:

http://www.realtech-vr.com/glview/download.html

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