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Different OpenGL and GLSL profile reported by glxinfo and the daemon engine on Nvidia #477
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Quote from #472:
@vloup I noticed something wrong in your GTX 970 logs, that's probably unrelated to the current bug, but that's not normal the game detect GL 3.2 and GLSL 1.50 when the driver announces GL 4.6 and GLSL 4.60:
/gfxinfo … GL_VENDOR: NVIDIA Corporation GL_RENDERER: NVIDIA GeForce GTX 970/PCIe/SSE2 GL_VERSION: 3.2.0 NVIDIA 465.31 GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler$ glxinfo … OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: NVIDIA GeForce GTX 970/PCIe/SSE2 OpenGL core profile version string: 4.6.0 NVIDIA 465.31 OpenGL core profile shading language version string: 4.60 NVIDIA OpenGL version string: 4.6.0 NVIDIA 465.31 OpenGL shading language version string: 4.60 NVIDIA OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 465.31 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
This was noticed on Linux.
Unvanquished starting log by @vloup with more details:
--- Common Initialization Complete ---
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )...
Using SDL Version 2.0.14
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 1.778
...setting mode -1:
1920 1080
Using 24 Color bits, 24 depth, 8 stencil display.
Using GLEW 2.2.0
Using enhanced (GL3) Renderer in GL 3.x mode...
Available modes: '1280x720 1600x900 1920x1080 1280x800 1440x900 1680x1050 720x480 640x480 800x600 1024x768 1280x1024 '
GL_RENDERER: NVIDIA GeForce GTX 970/PCIe/SSE2
Detected graphics driver class 'OpenGL 3+'
Detected graphics hardware class 'generic'
Initializing OpenGL extensions
...ignoring GL_ARB_debug_output
...found shading language version 150
...using GL_ARB_half_float_pixel
...using GL_ARB_texture_float
...using GL_EXT_gpu_shader4
...using GL_EXT_texture_integer
...using GL_ARB_texture_rg
...using GL_ARB_texture_gather
...using GL_EXT_texture_compression_s3tc
...using GL_ARB_texture_compression_rgtc
...using GL_EXT_texture_filter_anisotropic
...using GL_ARB_half_float_vertex
...using GL_ARB_framebuffer_object
...using GL_ARB_get_program_binary
...using GL_ARB_buffer_storage
...using GL_ARB_uniform_buffer_object
...using GL_ARB_map_buffer_range
...using GL_ARB_sync
glsl shaders took 276 msec to build
Warn: Couldn't find image file 'flareShader'
Warn: Couldn't find image file 'sun'
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 970/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 465.31
GL_SHADING_LANGUAGE_VERSION: 1.50 NVIDIA via Cg compiler
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
Using OpenGL 3.x context
Using GPU vertex skinning with max 233 bones in a single pass
This look super weird… would nvidia try to detect the game and show a different profile? What if daemon is not named that way but something else? What if another unknown software they know is named daemon?
@vloup can you do glxgears -info and print the output to see if this one is consistent with glxinfo or daemon?
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