OpenGL 3.0 in Catalyst 9.1

Today ATI released Catalyst 9.1 driver with full OpenGL 3.0 context. I thought maybe it’s time to move my code to 3.0 context. Tried to install new Catalyst and all I can say - I’m very disappointed.

If I don’t use WGL_ARB_create_context then all is ok - OGL 2.1 works fine. But if I try to create 3.0 context (it doesn’t matter forward compatible or not) things gets “interesting”:

  1. glGetString(GL_VERSION) crashes somewhere in atioglxx.dll file. glGetInteger(GL_MAJOR/MINOR_VERSION) works fine - returns 3.0
  2. glGetStringi(GL_EXTENSIONS, 1) returns NULL (also with any other valid extension number as second argument)
  3. glGetString(GL_SHADING_LANGUAGE_VERSION) in forward compatible context returns “1.20” instead of “1.30”

I’m afraid to imagine what else there is broken if even simple things like getting version does not work…

(this happens on Vista 32-bit, HD2400)

:frowning:

what about the extension string when you create an OpenGL 2.1 context?

As I said - in OGL 2.1 everything works fine. If I skip WGL_ARB_create_context part and use context returned from wglCreateContext then everything runs fine:
glGetString(GL_EXTENSIONS) returns normal string.
Also glGetStringi(GL_EXTENSIONS, i) returns correct string values where i=0…glGetIntegerv(GL_NUM_EXTENSIONS)-1

I was more expecting some kind of extension list to see if the feature are actually implemented.

What feature? WGL_ARB_create_context is supported.
Here are all supported extensions on HD2400, Vista32 (I marked those which were not supported in 8.12 driver):
GL_AMD_performance_monitor
GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_shared_exponent
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_EXT_swap_control

Nice …

Depth Buffer Bits = 24
Maximum Texture Coordinates = 16
Maximum Texture Units = 16
Maximum Vertex Texture Units = 16
Maximum Vertex Attributes = 16
Max Texture units on this card = 8
Max Texture size on this card = 8192
Max Renderbuffer size on this card = 8192
Max 3D texture size on this card = 8192
Max Cubemap texture size on this card = 8192
Max Uniform Variables on this card = 512
Max Varying Variables on this card = 68
Max Vertices on this card = 2147483647
Max Indices on this card = 16777215
Max ViewPort width size = 8192
Max ViewPort height size = 8192

MultiSample Buffers = 0
MultiSample Samples = 0

Vendor ATI Technologies Inc.
Renderer ATI Radeon HD 3600 Series
OpenGL version = 2.1.8395 Release

OpenGL Extensions supported on this Video Card
GL_AMDX_vertex_shader_tessellator
GL_AMD_performance_monitor
GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_shared_exponent
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_EXT_swap_control

Is that I report on a Radeon 3650… GL2.1 context not GL3.0

Did somebody have successfully compiled fragment or vertex shader in forward compatible context with Catalyst 9.1?

For any valid shader, even empty shader like this “void main() {}”, I am getting compilation error with following text in log:

Fragment shader compile error:
Fragment shader failed to compile with the following errors:
ERROR: compilation errors. No code generated.

(same for vertex shader)

In OpenGL 3.0 full context empty shader compiles fine.

This is not a valid shader. You have to set the value of the fragment color and the position of the vertex at least.

In full context such empty fragment shader works fine without error message :wink:
I’m using empty fragment shader with shadow map rendering (using only depth attachment for FBO) in OGL2. Works fine till now. Is this really illegal?

Ok, how about this fragment shader?

in vec3 fragment_color;
out vec3 color;
void main()
{
    color = fragment_color;
}

Same error message.

Also with following vertex shader:

in vec3 vertex_position;
in vec3 vertex_color;
out vec3 fragment_color;
void main()
{
   gl_Position = vec4(vertex_position, 1.0);
   fragment_color = vertex_color;
}

same error message.

Note that these two shaders works fine with full GL3 context.

//vs
void main(void)
{
gl_Position = ftransform();
}

//fs
void main(void)
{
gl_FragColor = vec4( 0.4, 0.0, 0.9, 1.0 );
}

An empty fragment shader is perfectly legal. It just writes undefined values to the color output then.

Mars_999: what do you want to tell with that? There is no such thing as ftransform() and gl_FragColor ir forward compatible context.

So you all went back to writting “hello world” shaders?
“OpenGL 3.0 - A Big Step in the Right Direction”

Of course it’s not OpenGL’s fault, that drivers don’t work, but perhaps clean API would address this problem better…

For the shader problem, try defining GLSL version 1.30 in the shader. That seems to of fixed the compile errors I was getting. Kind of strange though, hopefully they fix these problems with their next release.

Hmm, adding #version 130 helps.
With following fragment shader:

#version 130
in vec3 fragment_color;
out vec3 screen_color;
void main()
{
  screen_color = fragment_color;
}

I am getting following error:

Fragment shader compile error:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR: 0:3: '' : Declaration must include a precision qualifier or the default precision must have been previously declared.
ERROR:  compilation errors.  No code generated.

I changed shader to:

#version 130
precision mediump float;
in vec3 fragment_color;
out vec3 screen_color;
void main()
{
  screen_color = fragment_color;
}

Then everything compiles and links fine (after adding same precision to vertex shader) Thanks rpggamer! I assumed that GL3 forward compatible context by default expects GLSL version 1.30, but I guess you can expect many strange things from ATI :wink:

Now when shader program compiles and links fine, I’m getting next error - glBindBuffer(GL_ARRAY_BUFFER, id) generates GL_INVALID_OPERATION error in forward compatbile context. It doesn’t matter if VAO is bound or not. id is generated correctly with glGenBuffers. Any suggestions here?
Even glBindBuffer(GL_ARRAY_BUFFER, 0) generates same GL_INVALID_OPERATION.

9.2 driver fixed some things.

glGetString(GL_VERSION) now doesn’t crash - it returns “3.0.8494 Release”.

glGetStringi(GL_EXTENSIONS, x) now also works - returns correct extension strings.

glGetString(GL_SHADING_LANGUAGE_VERSION) also returns correct value - “1.30”.

But still - I can not glBindBuffer(GL_ARRAY_BUFFER, id) with correct id in forward compatible context.

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