Shader failed to compile:Ġ:105(68): error: `gl_SampleID' undeclaredĠ:105(63): error: cannot construct `uint' from a non-numeric data typeĠ:105(59): error: cannot construct `int' from a non-numeric data typeĠ:105(17): error: no matching function for call to `texelFetch(sampler2DMS, ivec2, error)' candidates are:Ġ:105(17): error: vec4 texelFetch(sampler1D, int, int)Ġ:105(17): error: ivec4 texelFetch(isampler1D, int, int)Ġ:105(17): error: uvec4 texelFetch(usampler1D, int, int)Ġ:105(17): error: vec4 texelFetch(sampler2D, ivec2, int)Ġ:105(17): error: ivec4 texelFetch(isampler2D, ivec2, int)Ġ:105(17): error: uvec4 texelFetch(usampler2D, ivec2, int)Ġ:105(17): error: vec4 texelFetch(sampler3D, ivec3, int)Ġ:105(17): error: ivec4 texelFetch(isampler3D, ivec3, int)Ġ:105(17): error: uvec4 texelFetch(usampler3D, ivec3, int)Ġ:105(17): error: vec4 texelFetch(sampler2DRect, ivec2)Ġ:105(17): error: ivec4 texelFetch(isampler2DRect, ivec2)Ġ:105(17): error: uvec4 texelFetch(usampler2DRect, ivec2)Ġ:105(17): error: vec4 texelFetch(sampler1DArray, ivec2, int)Ġ:105(17): error: ivec4 texelFetch(isampler1DArray, ivec2, int)Ġ:105(17): error: uvec4 texelFetch(usampler1DArray, ivec2, int)Ġ:105(17): error: vec4 texelFetch(sampler2DArray, ivec3, int)Ġ:105(17): error: ivec4 texelFetch(isampler2DArray, ivec3, int)Ġ:105(17): error: uvec4 texelFetch(usampler2DArray, ivec3, int)Ġ:105(17): error: vec4 texelFetch(sampler2DMS, ivec2, int)Ġ:105(17): error: ivec4 texelFetch(isampler2DMS, ivec2, int)Ġ:105(17): error: uvec4 texelFetch(usampler2DMS, ivec2, int) Hopefully it has a built-in cache, otherwise startup will be slow due to compiling shaders. Your GL driver does not support program binaries. 0 program binary formats supported by driver Using software renderer for readbacks: YES Resolution Scale: 1 (1024x512), maximum 4 Using shader storage buffers for VRAM writes. Max shader storage buffer size: 134217728 GL_EXT/OES_copy_image missing, this may affect performance. Shader cache directory: '/home/pi/RetroPie/roms/psx//duckstation_cache/' It doesn't happen every time, but maybe 50% of the time? Hardware context reset, type = 5 Seemingly at random when switching AA values, a shader fails to compile. While I haven't been able to replicate the weird performance problem I was getting before, I see why OpenGL is failing intermittently.
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