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Siara

Issues with GLSL Shader

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When in-game with GLSL support enabled, my FPS drops down to 1, and everything becomes dark and most environmental textures look weird. 

I am on Debian 10 "Buster", using an AMD Radeon HD 6450 graphics card, since it's rather old now I'm using open source drivers for it, so that might be the problem. But is there no work around for it? When GLSL is launched as extension instead of core, the game crashes on launch instead.

 

Here's a screenshot of how it ends up looking with GLSL enabled:

4LX3SdC.png

Edited by Siara
Added a screenshot to better explain the issue.
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The open source driver is what you should be using. What does `glxinfo | grep Profile` output?

 

You should probably also post the output of the console (f1).

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So glxinfo outputs: "OpenGL core profile version string: 3.3 (Core Profile) Mesa 18.3.6"

 

The console output in mean time is this:

Quote

Setting up OpenAL Sound Engine
OpenAL version: 1.1 ALSOFT 1.19.1
OpenAL renderer: OpenAL Soft
OpenAL vendor: OpenAL Community
OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
Generating: 128 source channels.

=== OpenGL information ===
LWJGL version: 3.2.3 1.2.0
OpenGL vendor: X.Org
OpenGL renderer: AMD CAICOS (DRM 2.50.0 / 4.19.0-6-amd64, LLVM 7.0.1)
OpenGL version: 3.1 Mesa 18.3.6
OpenGL extensions:
    GL_ARB_multisample
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_blend_color
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_copy_texture
    GL_EXT_subtexture
    GL_EXT_texture_object
    GL_EXT_vertex_array
    GL_EXT_compiled_vertex_array
    GL_EXT_texture
    GL_EXT_texture3D
    GL_IBM_rasterpos_clip
    GL_ARB_point_parameters
    GL_EXT_draw_range_elements
    GL_EXT_packed_pixels
    GL_EXT_point_parameters
    GL_EXT_rescale_normal
    GL_EXT_separate_specular_color
    GL_EXT_texture_edge_clamp
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_border_clamp
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod
    GL_ARB_framebuffer_sRGB
    GL_ARB_multitexture
    GL_EXT_framebuffer_sRGB
    GL_IBM_multimode_draw_arrays
    GL_IBM_texture_mirrored_repeat
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_add
    GL_ARB_transpose_matrix
    GL_EXT_blend_func_separate
    GL_EXT_fog_coord
    GL_EXT_multi_draw_arrays
    GL_EXT_secondary_color
    GL_EXT_texture_env_add
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_lod_bias
    GL_INGR_blend_func_separate
    GL_NV_blend_square
    GL_NV_light_max_exponent
    GL_NV_texgen_reflection
    GL_NV_texture_env_combine4
    GL_S3_s3tc
    GL_SUN_multi_draw_arrays
    GL_ARB_texture_border_clamp
    GL_ARB_texture_compression
    GL_EXT_framebuffer_object
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_env_combine
    GL_EXT_texture_env_dot3
    GL_MESA_window_pos
    GL_NV_packed_depth_stencil
    GL_NV_texture_rectangle
    GL_ARB_depth_texture
    GL_ARB_occlusion_query
    GL_ARB_shadow
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_env_dot3
    GL_ARB_texture_mirrored_repeat
    GL_ARB_window_pos
    GL_ATI_fragment_shader
    GL_EXT_stencil_two_side
    GL_EXT_texture_cube_map
    GL_NV_depth_clamp
    GL_NV_fog_distance
    GL_APPLE_packed_pixels
    GL_ARB_draw_buffers
    GL_ARB_fragment_program
    GL_ARB_fragment_shader
    GL_ARB_shader_objects
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ATI_draw_buffers
    GL_ATI_texture_env_combine3
    GL_ATI_texture_float
    GL_EXT_shadow_funcs
    GL_EXT_stencil_wrap
    GL_MESA_pack_invert
    GL_NV_primitive_restart
    GL_ARB_depth_clamp
    GL_ARB_fragment_program_shadow
    GL_ARB_half_float_pixel
    GL_ARB_occlusion_query2
    GL_ARB_point_sprite
    GL_ARB_shading_language_100
    GL_ARB_sync
    GL_ARB_texture_non_power_of_two
    GL_ARB_vertex_buffer_object
    GL_ATI_blend_equation_separate
    GL_EXT_blend_equation_separate
    GL_OES_read_format
    GL_ARB_color_buffer_float
    GL_ARB_pixel_buffer_object
    GL_ARB_texture_compression_rgtc
    GL_ARB_texture_float
    GL_ARB_texture_rectangle
    GL_ATI_texture_compression_3dc
    GL_EXT_packed_float
    GL_EXT_pixel_buffer_object
    GL_EXT_texture_compression_dxt1
    GL_EXT_texture_compression_rgtc
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_rectangle
    GL_EXT_texture_sRGB
    GL_EXT_texture_shared_exponent
    GL_ARB_framebuffer_object
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    GL_EXT_packed_depth_stencil
    GL_ARB_vertex_array_object
    GL_ATI_separate_stencil
    GL_ATI_texture_mirror_once
    GL_EXT_draw_buffers2
    GL_EXT_draw_instanced
    GL_EXT_gpu_program_parameters
    GL_EXT_texture_array
    GL_EXT_texture_compression_latc
    GL_EXT_texture_integer
    GL_EXT_texture_sRGB_decode
    GL_EXT_timer_query
    GL_OES_EGL_image
    GL_AMD_performance_monitor
    GL_ARB_copy_buffer
    GL_ARB_depth_buffer_float
    GL_ARB_draw_instanced
    GL_ARB_half_float_vertex
    GL_ARB_instanced_arrays
    GL_ARB_map_buffer_range
    GL_ARB_texture_buffer_object
    GL_ARB_texture_rg
    GL_ARB_texture_swizzle
    GL_ARB_vertex_array_bgra
    GL_EXT_texture_swizzle
    GL_EXT_vertex_array_bgra
    GL_NV_conditional_render
    GL_AMD_conservative_depth
    GL_AMD_depth_clamp_separate
    GL_AMD_draw_buffers_blend
    GL_AMD_seamless_cubemap_per_texture
    GL_AMD_shader_stencil_export
    GL_ARB_ES2_compatibility
    GL_ARB_blend_func_extended
    GL_ARB_compatibility
    GL_ARB_debug_output
    GL_ARB_draw_buffers_blend
    GL_ARB_draw_elements_base_vertex
    GL_ARB_explicit_attrib_location
    GL_ARB_fragment_coord_conventions
    GL_ARB_provoking_vertex
    GL_ARB_sample_shading
    GL_ARB_sampler_objects
    GL_ARB_seamless_cube_map
    GL_ARB_shader_stencil_export
    GL_ARB_shader_texture_lod
    GL_ARB_texture_buffer_object_rgb32
    GL_ARB_texture_cube_map_array
    GL_ARB_texture_gather
    GL_ARB_texture_multisample
    GL_ARB_texture_query_lod
    GL_ARB_texture_rgb10_a2ui
    GL_ARB_uniform_buffer_object
    GL_ARB_vertex_type_2_10_10_10_rev
    GL_ATI_meminfo
    GL_EXT_provoking_vertex
    GL_EXT_texture_snorm
    GL_MESA_texture_signed_rgba
    GL_NV_texture_barrier
    GL_ARB_draw_indirect
    GL_ARB_get_program_binary
    GL_ARB_robustness
    GL_ARB_separate_shader_objects
    GL_ARB_shader_bit_encoding
    GL_ARB_shader_subroutine
    GL_ARB_texture_compression_bptc
    GL_ARB_timer_query
    GL_ARB_transform_feedback2
    GL_ARB_transform_feedback3
    GL_ARB_viewport_array
    GL_NV_vdpau_interop
    GL_AMD_multi_draw_indirect
    GL_ANGLE_texture_compression_dxt3
    GL_ANGLE_texture_compression_dxt5
    GL_ARB_base_instance
    GL_ARB_compressed_texture_pixel_storage
    GL_ARB_conservative_depth
    GL_ARB_internalformat_query
    GL_ARB_map_buffer_alignment
    GL_ARB_shader_atomic_counters
    GL_ARB_shader_image_load_store
    GL_ARB_shading_language_420pack
    GL_ARB_shading_language_packing
    GL_ARB_texture_storage
    GL_ARB_transform_feedback_instanced
    GL_EXT_framebuffer_multisample_blit_scaled
    GL_EXT_transform_feedback
    GL_AMD_query_buffer_object
    GL_AMD_shader_trinary_minmax
    GL_ARB_ES3_compatibility
    GL_ARB_arrays_of_arrays
    GL_ARB_clear_buffer_object
    GL_ARB_compute_shader
    GL_ARB_copy_image
    GL_ARB_explicit_uniform_location
    GL_ARB_fragment_layer_viewport
    GL_ARB_framebuffer_no_attachments
    GL_ARB_invalidate_subdata
    GL_ARB_multi_draw_indirect
    GL_ARB_program_interface_query
    GL_ARB_robust_buffer_access_behavior
    GL_ARB_shader_image_size
    GL_ARB_shader_storage_buffer_object
    GL_ARB_stencil_texturing
    GL_ARB_texture_buffer_range
    GL_ARB_texture_query_levels
    GL_ARB_texture_storage_multisample
    GL_ARB_texture_view
    GL_ARB_vertex_attrib_binding
    GL_KHR_debug
    GL_KHR_robustness
    GL_KHR_texture_compression_astc_ldr
    GL_AMD_pinned_memory
    GL_ARB_buffer_storage
    GL_ARB_clear_texture
    GL_ARB_enhanced_layouts
    GL_ARB_internalformat_query2
    GL_ARB_multi_bind
    GL_ARB_query_buffer_object
    GL_ARB_seamless_cubemap_per_texture
    GL_ARB_texture_mirror_clamp_to_edge
    GL_ARB_texture_stencil8
    GL_ARB_vertex_type_10f_11f_11f_rev
    GL_EXT_shader_integer_mix
    GL_NVX_gpu_memory_info
    GL_ARB_clip_control
    GL_ARB_conditional_render_inverted
    GL_ARB_cull_distance
    GL_ARB_derivative_control
    GL_ARB_direct_state_access
    GL_ARB_get_texture_sub_image
    GL_ARB_pipeline_statistics_query
    GL_ARB_shader_texture_image_samples
    GL_ARB_texture_barrier
    GL_EXT_polygon_offset_clamp
    GL_KHR_context_flush_control
    GL_KHR_robust_buffer_access_behavior
    GL_ARB_shader_atomic_counter_ops
    GL_ARB_shader_clock
    GL_KHR_no_error
    GL_KHR_texture_compression_astc_sliced_3d
    GL_MESA_shader_integer_functions
    GL_ARB_polygon_offset_clamp
    GL_ARB_texture_filter_anisotropic
OpenGL pixel format: 8:8:8:8
OpenGL depth format: 24:8

GLSL version: 1.40
GLSL max vertex uniforms: 16384 (16384)
GLSL max fragment uniforms: 16384 (16384)
GLSL max varyings: 128 (128)
GLSL max lights: 8 (8)
GLSL defines (1.4): #define USE_CLIP_VERTEX 1

Vertex/index buffer memory limit: 1022MiB
Using LWJGL timer.
Startup Phase - Initializing..
Initializing font texture for SansSerif (11). Texture Size: 512
Initializing font texture for SansSerif (11, italic). Texture Size: 512
Preloading builtin materials
Preloading builtin materials done
Setting up Collada Model Loader
Launching Collada Model Loader threads
Launching WOM Loader threads
Startup Phase - Setting up..
Loading window positions from /home/USERNAME/Games/wurm/players/Siara/windows_1280x1024.txt
Loading props file /home/USERNAME/Games/wurm/players/Siara/windows_1280x1024.txt
Gui initialized
Startup Phase - Preparing terrain...
Startup Phase - Connecting ..
Disabling Nagles
Writing to /home/USERNAME/Games/wurm/players/Siara/logs/_Event.2020-01.txt
Disabling Nagles
Writing to /home/USERNAME/Games/wurm/players/Siara/logs/CA_HELP.2020-01.txt
Writing to /home/USERNAME/Games/wurm/players/Siara/logs/GL-Freedom.2020-01.txt
Writing to /home/USERNAME/Games/wurm/players/Siara/logs/Freedom.2020-01.txt
Writing to /home/USERNAME/Games/wurm/players/Siara/logs/Trade.2020-01.txt
Login successful
Executing /home/USERNAME/Games/wurm/configs/default/autorun.txt
Starting update of login splash image...
Finished loading new login splash image!
Initializing font texture for Cry Uncial (32). Texture Size: 512
Initializing font texture for SansSerif (12). Texture Size: 512
Initializing font texture for SansSerif (24, bold). Texture Size: 512
Initializing font texture for Monospaced (11). Texture Size: 512
 

 

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You omitted the compatibility profile line from glxinfo. That's the one Wurm uses. According to your console log it initialised with 3.1 compat, which is absolutely ancient. Only a dev can comment on whether it has all the extensions Wurm requires or whether it's a bug though.

 

You could try using a newer mesa+llvm, but I'm not sure it'll actually improve your support. The card is ancient and sits uncomfortably between the deprecation of fglrx and the new GCN cards that are very well supported.

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Compatibility profile is actually the exact same. But yes the version of mesa my system is using supports only 3.1. Technically upgrading to an experimental branch of Debian should allow to use a newer mesa package, which should allow usage of the newer OpenGL version. So I'll try that and if it works I will write what I did, maybe other people might end up having similar issue.

P.s. the graphics card itself supports OpenGL 4.1, I think that version is enough for Wurm?

Edited by Siara

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I don't quite know what exactly Wurm needs.

 

You can probably just pull the source packages for both llvm and mesa and let Debian compile them. I'd heavily recommend against trying to frankendebian your system, even if llvm/mesa should be pretty self-contained so pulling both from sid should be relatively safe.

 

The mesa matrix says it should expose 4.5 compat, but I can't guarantee it's a silver bullet.

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As a rule of thumb we don't recommend open source drivers for Wurm Online. They may, but are not guaranteed to, work fine, and we've had some issues with Mesa drivers in the past.

Using the vendor recommended drivers should always work, but this is a pretty outdated graphics card, can't say for sure that will help.

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16 hours ago, Samool said:

Using the vendor recommended drivers should always work

 

That's Mesa for Intel generally and for this card specifically. AMD proprietary only exists for broken applications (i.e. CAD)

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