Isometric surface sample broken for Mac OpenGL target

Description

Original reporter: binarycrusader

When loading the SampleBrowser (built from hg 1.8 branch) the following error is seen on the console:

Problem parsing the following Cg Uniform: '@TMP29'.

Problem parsing the following Cg Uniform: '@TMP29' in file Ogre/IsoSurf/TessellateTetrahedraGS_CG

The parsing error is ignored, so the isometric surface sample shows up as a volumetric cube of some sort of point cube. (See attached screenshot.)

I traced this down to this bit in mainGS():

//Uber-compressed version of the edge table.
unsigned int edgeListHex[] =
{0x0001cde0, 0x98b08c9d, 0x674046ce, 0x487bc480,
0x21301d2e, 0x139bd910, 0x26376e20, 0x3b700000};

I verified it was this variable declaration by moving it up to the top of isosurf.cg where other uniforms are declared, which changed the error to:

Problem parsing the following Cg Uniform: 'edgeListHex' in file Ogre/IsoSurf/TessellateTetrahedraGS_CG

My guess at the moment is that my system doesn't support an array of unsigned int as arrays of other data types seem to work just fine.

Here's the relevant info to make that determination I think:

********************************************

  •  

    •  

      • Starting Mac OS X OpenGL Subsystem ***
        ********************************************
        GLRenderSystem::_createRenderWindow "OGRE Sample Browser", 800x600 windowed miscParams: FSAA=0 gamma=No hidden=No macAPI=cocoa title=OGRE Sample Browser vsync=Yes
        Creating a Cocoa Compatible Render System
        GL_VERSION = 2.1 NVIDIA-7.18.11
        GL_VENDOR = NVIDIA Corporation
        GL_RENDERER = NVIDIA GeForce 9400M OpenGL Engine
        GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex 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_imaging GL_ARB_instanced_arrays 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_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync 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_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_depth_bounds_test 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_geometry_shader4 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
        ***************************

      • GL Renderer Started ***
        ***************************
        Registering ResourceManager for type GpuProgram
        GLSL support detected
        GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
        FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_A4R4G4B4 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
        [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_SHORT_RGB
        RenderSystem capabilities
        -------------------------
        RenderSystem Name: OpenGL Rendering Subsystem
        GPU Vendor: nvidia
        Device Name: NVIDIA GeForce 9400M OpenGL Engine
        Driver Version: 2.1.0.0

  • Fixed function pipeline: yes

  • Hardware generation of mipmaps: yes

  • Texture blending: yes

  • Anisotropic texture filtering: yes

  • Dot product texture operation: yes

  • Cube mapping: yes

  • Hardware stencil buffer: yes

  • Stencil depth: 8

  • Two sided stencil support: yes

  • Wrap stencil values: yes

  • Hardware vertex / index buffers: yes

  • Vertex programs: yes

  • Number of floating-point constants for vertex programs: 1024

  • Number of integer constants for vertex programs: 0

  • Number of boolean constants for vertex programs: 0

  • Fragment programs: yes

  • Number of floating-point constants for fragment programs: 1024

  • Number of integer constants for fragment programs: 0

  • Number of boolean constants for fragment programs: 0

  • Geometry programs: yes

  • Number of floating-point constants for geometry programs: 2048

  • Number of integer constants for geometry programs: 0

  • Number of boolean constants for geometry programs: 0

  • Supported Shader Profiles: arbfp1 arbvp1 fp30 fp40 glsl gp4gp gpu_gp nvgp4 vp30 vp40

  • Texture Compression: yes

  • DXT: yes

  • VTC: no

  • PVRTC: no

  • Scissor Rectangle: yes

  • Hardware Occlusion Query: yes

  • User clip planes: yes

  • VET_UBYTE4 vertex element type: yes

  • Infinite far plane projection: yes

  • Hardware render-to-texture: yes

  • Floating point textures: yes

  • Non-power-of-two textures: yes

  • Volume textures: yes

  • Multiple Render Targets: 8

  • With different bit depths: yes

  • Point Sprites: yes

  • Extended point parameters: yes

  • Max Point Size: 63.375

  • Vertex texture fetch: yes

  • Number of world matrices: 0

  • Number of texture units: 16

  • Stencil buffer depth: 8

  • Number of vertex blend matrices: 0

  • Max vertex textures: 16

  • Vertex textures shared: yes

  • Render to Vertex Buffer : no

  • GL 1.5 without VBO workaround: no

  • Frame Buffer objects: yes

  • Frame Buffer objects (ARB extension): no

  • Frame Buffer objects (ATI extension): no

  • PBuffer support: yes

  • GL 1.5 without HW-occlusion workaround: no

  • Separate shader objects: no

Original Mantis Ticket: http://www.ogre3d.org/mantis/view.php?id=510

Environment

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M

Reporter

Philip Allgaier

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