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- Debug: building generic shader permutation with macro: GENERIC_2D
- Warn: #version 460 core
- #define HAVE_EXT_gpu_shader4 1
- #define HAVE_ARB_gpu_shader5 1
- #define HAVE_ARB_texture_gather 1
- #define HAVE_EXT_texture_integer 1
- #define HAVE_ARB_texture_rg 1
- #define HAVE_ARB_uniform_buffer_object 1
- #extension GL_ARB_shader_draw_parameters : require
- #define HAVE_ARB_shader_draw_parameters 1
- #define HAVE_ARB_shader_storage_buffer_object 1
- #ifndef r_AmbientScale
- #define r_AmbientScale 1.00000000e+00
- #endif
- #ifndef r_SpecularScale
- #define r_SpecularScale 1.00000000e+00
- #endif
- #ifndef r_zNear
- #define r_zNear 3.00000000e+00
- #endif
- #ifndef M_PI
- #define M_PI 3.14159274e+00
- #endif
- #ifndef MAX_SHADOWMAPS
- #define MAX_SHADOWMAPS 5
- #endif
- #ifndef MAX_REF_LIGHTS
- #define MAX_REF_LIGHTS 1024
- #endif
- #ifndef TILE_SIZE
- #define TILE_SIZE 16
- #endif
- #ifndef r_FBufSize
- #define r_FBufSize vec2(6.40000000e+02, 4.80000000e+02)
- #endif
- #ifndef r_tileStep
- #define r_tileStep vec2(2.50000004e-02, 3.33333351e-02)
- #endif
- #ifndef r_highPrecisionRendering
- #define r_highPrecisionRendering 1
- #endif
- #ifndef r_precomputedLighting
- #define r_precomputedLighting 1
- #endif
- #ifndef r_vertexSkinning
- #define r_vertexSkinning 1
- #endif
- const int MAX_GLSL_BONES = 256;
- #ifndef r_halfLambertLighting
- #define r_halfLambertLighting 1
- #endif
- #ifndef r_glowMapping
- #define r_glowMapping 1
- #endif
- #ifndef r_zNear
- #define r_zNear 3.00000000e+00
- #endif
- #define IN in
- #define OUT(mode) mode out
- #define textureCube texture
- #define texture2D texture
- #define texture2DProj textureProj
- #define texture3D texture
- OUT(flat) int in_drawID;
- OUT(flat) int in_baseInstance;
- #define drawID gl_DrawIDARB
- #define baseInstance gl_BaseInstanceARB
- #ifndef GENERIC_2D
- #define GENERIC_2D 1
- #endif
- /*
- ===========================================================================
- Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
- This file is part of XreaL source code.
- XreaL source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- XreaL source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with XreaL source code; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- /* generic_vp.glsl */
- #line 10000 // vertexSimple_vp.glsl
- /*
- ===========================================================================
- Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
- This file is part of XreaL source code.
- XreaL source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- XreaL source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with XreaL source code; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- // vertexSimple_vp.glsl - simple vertex fetch
- struct localBasis {
- vec3 normal;
- vec3 tangent, binormal;
- };
- vec3 QuatTransVec(in vec4 quat, in vec3 vec) {
- vec3 tmp = 2.0 * cross( quat.xyz, vec );
- return vec + quat.w * tmp + cross( quat.xyz, tmp );
- }
- void QTangentToLocalBasis( in vec4 qtangent, out localBasis LB ) {
- LB.normal = QuatTransVec( qtangent, vec3( 0.0, 0.0, 1.0 ) );
- LB.tangent = QuatTransVec( qtangent, vec3( 1.0, 0.0, 0.0 ) );
- LB.tangent *= sign( qtangent.w );
- LB.binormal = QuatTransVec( qtangent, vec3( 0.0, 1.0, 0.0 ) );
- }
- #if !defined(USE_VERTEX_ANIMATION) && !defined(USE_VERTEX_SKINNING) && !defined(USE_VERTEX_SPRITE)
- IN vec3 attr_Position;
- IN vec4 attr_Color;
- IN vec4 attr_QTangent;
- IN vec4 attr_TexCoord0;
- void VertexFetch(out vec4 position,
- out localBasis normalBasis,
- out vec4 color,
- out vec2 texCoord,
- out vec2 lmCoord)
- {
- position = vec4( attr_Position, 1.0 );
- QTangentToLocalBasis( attr_QTangent, normalBasis );
- color = attr_Color;
- texCoord = attr_TexCoord0.xy;
- lmCoord = attr_TexCoord0.zw;
- }
- #endif
- #line 94
- #line 20000 // vertexSkinning_vp.glsl
- /*
- ===========================================================================
- Copyright (C) 2009-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
- This file is part of XreaL source code.
- XreaL source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- XreaL source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with XreaL source code; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- // vertexSkinning_vp.glsl - GPU vertex skinning for skeletal meshes
- #if defined(USE_VERTEX_SKINNING)
- IN vec3 attr_Position;
- IN vec2 attr_TexCoord0;
- IN vec4 attr_Color;
- IN vec4 attr_QTangent;
- IN vec4 attr_BoneFactors;
- // even elements are rotation quat, odd elements are translation + scale (in .w)
- uniform vec4 u_Bones[ 2 * MAX_GLSL_BONES ];
- void VertexFetch(out vec4 position,
- out localBasis LB,
- out vec4 color,
- out vec2 texCoord,
- out vec2 lmCoord)
- {
- const float scale = 1.0 / 256.0;
- const float weightScale = 1.0 / 255.0;
- localBasis inLB;
- // Unpack data from "bone factors". This used to have the index in the high byte and the weight
- // in the low byte, which may seem a bit more logical, but it triggered issues with some
- // Nvidia shader compilers (https://github.com/DaemonEngine/Daemon/issues/472).
- vec4 ipart = floor( attr_BoneFactors * scale );
- vec4 fpart = attr_BoneFactors * scale - ipart;
- // idx = 2 times the original bone index (the index input to boneFactor)
- ivec4 idx = ivec4( fpart * 512.0 );
- vec4 weights = ipart * weightScale;
- vec4 quat = u_Bones[ idx.x ];
- vec4 trans = u_Bones[ idx.x + 1 ];
- QTangentToLocalBasis( attr_QTangent, inLB );
- position.xyz = weights.x * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
- LB.normal = weights.x * (QuatTransVec( quat, inLB.normal ));
- LB.tangent = weights.x * (QuatTransVec( quat, inLB.tangent ));
- LB.binormal = weights.x * (QuatTransVec( quat, inLB.binormal ));
- quat = u_Bones[ idx.y ];
- trans = u_Bones[ idx.y + 1 ];
- position.xyz += weights.y * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
- LB.normal += weights.y * (QuatTransVec( quat, inLB.normal ));
- LB.tangent += weights.y * (QuatTransVec( quat, inLB.tangent ));
- LB.binormal += weights.y * (QuatTransVec( quat, inLB.binormal ));
- quat = u_Bones[ idx.z ];
- trans = u_Bones[ idx.z + 1 ];
- position.xyz += weights.z * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
- LB.normal += weights.z * (QuatTransVec( quat, inLB.normal ));
- LB.tangent += weights.z * (QuatTransVec( quat, inLB.tangent ));
- LB.binormal += weights.z * (QuatTransVec( quat, inLB.binormal ));
- quat = u_Bones[ idx.w ];
- trans = u_Bones[ idx.w + 1 ];
- position.xyz += weights.w * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
- LB.normal += weights.w * (QuatTransVec( quat, inLB.normal ));
- LB.tangent += weights.w * (QuatTransVec( quat, inLB.tangent ));
- LB.binormal += weights.w * (QuatTransVec( quat, inLB.binormal ));
- position.w = 1.0;
- LB.normal = normalize(LB.normal);
- LB.tangent = normalize(LB.tangent);
- LB.binormal = normalize(LB.binormal);
- color = attr_Color;
- texCoord = attr_TexCoord0;
- lmCoord = attr_TexCoord0;
- }
- #endif
- #line 95
- #line 30000 // vertexAnimation_vp.glsl
- /*
- ===========================================================================
- Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
- This file is part of XreaL source code.
- XreaL source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- XreaL source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with XreaL source code; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- // vertexAnimation_vp.glsl - interpolates .md3/.mdc vertex animations
- #if defined(USE_VERTEX_ANIMATION)
- IN vec3 attr_Position;
- IN vec4 attr_Color;
- IN vec4 attr_QTangent;
- IN vec2 attr_TexCoord0;
- IN vec3 attr_Position2;
- IN vec4 attr_QTangent2;
- uniform float u_VertexInterpolation;
- void VertexAnimation_P_N( vec3 fromPosition, vec3 toPosition,
- vec4 fromQTangent, vec4 toQTangent,
- float frac,
- inout vec4 position, inout vec3 normal)
- {
- vec3 fromNormal = QuatTransVec( fromQTangent, vec3( 0.0, 0.0, 1.0 ) );
- vec3 toNormal = QuatTransVec( toQTangent, vec3( 0.0, 0.0, 1.0 ) );
- position.xyz = 512.0 * mix(fromPosition, toPosition, frac);
- position.w = 1;
- normal = normalize(mix(fromNormal, toNormal, frac));
- }
- void VertexFetch(out vec4 position,
- out localBasis LB,
- out vec4 color,
- out vec2 texCoord,
- out vec2 lmCoord)
- {
- localBasis fromLB, toLB;
- QTangentToLocalBasis( attr_QTangent, fromLB );
- QTangentToLocalBasis( attr_QTangent2, toLB );
- position.xyz = 512.0 * mix(attr_Position, attr_Position2, u_VertexInterpolation);
- position.w = 1;
- LB.normal = normalize(mix(fromLB.normal, toLB.normal, u_VertexInterpolation));
- LB.tangent = normalize(mix(fromLB.tangent, toLB.tangent, u_VertexInterpolation));
- LB.binormal = normalize(mix(fromLB.binormal, toLB.binormal, u_VertexInterpolation));
- color = attr_Color;
- texCoord = attr_TexCoord0;
- lmCoord = attr_TexCoord0;
- }
- #endif
- #line 96
- #line 40000 // vertexSprite_vp.glsl
- /*
- ===========================================================================
- Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
- This file is part of XreaL source code.
- XreaL source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- XreaL source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with XreaL source code; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- // vertexSprite_vp.glsl - sprite vertex fetch
- #if defined(USE_VERTEX_SPRITE)
- IN vec3 attr_Position;
- IN vec4 attr_Color;
- IN vec4 attr_TexCoord0;
- IN vec4 attr_Orientation;
- uniform vec3 u_ViewOrigin;
- uniform vec3 u_ViewUp;
- float depthScale;
- void VertexFetch(out vec4 position,
- out localBasis normalBasis,
- out vec4 color,
- out vec2 texCoord,
- out vec2 lmCoord)
- {
- vec2 corner;
- float radius = attr_Orientation.w;
- vec3 normal = normalize( u_ViewOrigin - attr_Position ), up, left;
- float s, c; // sin & cos of rotation factor
- corner = sign( attr_TexCoord0.zw );
- if( radius <= 0.0 ) {
- // autosprite2 mode, attr_Orientation.xyz contains the up-vector
- up = attr_Orientation.xyz;
- left = radius * normalize( cross( up, normal ) );
- position = vec4( attr_Position + corner.y * left, 1.0 );
- } else {
- // autosprite mode, attr_Orientation.x contains the rotation angle
- left = normalize( cross( u_ViewUp, normal ) );
- up = cross( left, normal );
- s = radius * sin( radians( attr_Orientation.x ) );
- c = radius * cos( radians( attr_Orientation.x ) );
- // rotate left and up vectors
- vec3 leftOrig = left;
- left = c * left + s * up;
- up = c * up - s * leftOrig;
- left *= corner.x;
- up *= corner.y;
- position = vec4( attr_Position + left + up, 1.0 );
- }
- normalBasis.normal = normal;
- normalBasis.tangent = normalize( up );
- normalBasis.binormal = normalize( left );
- texCoord = 0.5 * corner + 0.5; //attr_TexCoord0.xy;
- lmCoord = abs( attr_TexCoord0.zw );
- color = attr_Color;
- depthScale = 2.0 * radius;
- }
- #endif
- #line 97
- uniform mat4 u_TextureMatrix;
- #if !defined(USE_VERTEX_SPRITE)
- uniform vec3 u_ViewOrigin;
- #endif
- uniform float u_Time;
- uniform vec4 u_ColorModulate;
- uniform vec4 u_Color;
- #if defined(USE_TCGEN_ENVIRONMENT)
- uniform mat4 u_ModelMatrix;
- #endif
- uniform mat4 u_ModelViewProjectionMatrix;
- #if defined(USE_VERTEX_SPRITE)
- OUT(smooth) vec2 var_FadeDepth;
- uniform mat4 u_ProjectionMatrixTranspose;
- #elif defined(USE_DEPTH_FADE)
- uniform float u_DepthScale;
- OUT(smooth) vec2 var_FadeDepth;
- #endif
- OUT(smooth) vec2 var_TexCoords;
- OUT(smooth) vec4 var_Color;
- void DeformVertex( inout vec4 pos,
- inout vec3 normal,
- inout vec2 st,
- inout vec4 color,
- in float time);
- void main()
- {
- #line 50000 // material_vp.glsl
- /*
- ===========================================================================
- Daemon BSD Source Code
- Copyright (c) 2024 Daemon Developers
- All rights reserved.
- This file is part of the Daemon BSD Source Code (Daemon Source Code).
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
- * Redistributions of source code must retain the above copyright
- notice, this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- * Neither the name of the Daemon developers nor the
- names of its contributors may be used to endorse or promote products
- derived from this software without specific prior written permission.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL DAEMON DEVELOPERS BE LIABLE FOR ANY
- DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ===========================================================================
- */
- /* material_vp.glsl */
- #if defined(USE_MATERIAL_SYSTEM)
- #ifdef HAVE_ARB_shader_draw_parameters
- in_drawID = drawID;
- in_baseInstance = baseInstance;
- #endif // !HAVE_ARB_shader_draw_parameters
- #endif // !USE_MATERIAL_SYSTEM
- #line 132
- a
- vec4 position;
- localBasis LB;
- vec4 color;
- vec2 texCoord, lmCoord;
- VertexFetch( position, LB, color, texCoord, lmCoord );
- color = color * u_ColorModulate + u_Color;
- DeformVertex( position,
- LB.normal,
- texCoord,
- color,
- u_Time);
- // transform vertex position into homogenous clip-space
- gl_Position = u_ModelViewProjectionMatrix * position;
- // transform texcoords
- #if defined(USE_TCGEN_ENVIRONMENT)
- {
- // TODO: Explain why only the rotational part of u_ModelMatrix is relevant
- position.xyz = mat3(u_ModelMatrix) * position.xyz;
- vec3 viewer = normalize(u_ViewOrigin - position.xyz);
- float d = dot(LB.normal, viewer);
- vec3 reflected = LB.normal * 2.0 * d - viewer;
- var_TexCoords = 0.5 + vec2(0.5, -0.5) * reflected.yz;
- }
- #elif defined(USE_TCGEN_LIGHTMAP)
- var_TexCoords = (u_TextureMatrix * vec4(lmCoord, 0.0, 1.0)).xy;
- #else
- var_TexCoords = (u_TextureMatrix * vec4(texCoord, 0.0, 1.0)).xy;
- #endif
- #if defined(USE_DEPTH_FADE)
- // compute z of end of fading effect
- vec4 fadeDepth = u_ModelViewProjectionMatrix * (position - u_DepthScale * vec4(LB.normal, 0.0));
- var_FadeDepth = fadeDepth.zw;
- #elif defined(USE_VERTEX_SPRITE)
- vec4 fadeDepth = u_ModelViewProjectionMatrix * (position - depthScale * vec4(LB.normal, 0.0));
- var_FadeDepth = fadeDepth.zw;
- #endif
- var_Color = color;
- }
- Warn: line: 134 ch: 2 token: err: 0:134(2): error: syntax error, unexpected BASIC_TYPE_TOK, expecting ',' or ';'
- Warn: Unhandled exception (St12length_error): basic_string::_M_replace_aux
- -------------------------------
- terminate called after throwing an instance of 'std::length_error'
- what(): basic_string::_M_replace_aux
- Thread 1 (Thread 0x799f15560a80 (LWP 259377) "daemon"):
- #0 __pthread_kill_implementation (no_tid=0, signo=6, threadid=<optimized out>) at ./nptl/pthread_kill.c:44
- #1 __pthread_kill_internal (signo=6, threadid=<optimized out>) at ./nptl/pthread_kill.c:78
- #2 __GI___pthread_kill (threadid=<optimized out>, signo=signo@entry=6) at ./nptl/pthread_kill.c:89
- #3 0x0000799f1704526e in __GI_raise (sig=sig@entry=6) at ../sysdeps/posix/raise.c:26
- #4 0x0000799f170288ff in __GI_abort () at ./stdlib/abort.c:79
- #5 0x0000799f174a5ffe in __gnu_cxx::__verbose_terminate_handler () at ../../../../src/libstdc++-v3/libsupc++/vterminate.cc:95
- #6 0x0000799f174bae9c in __cxxabiv1::__terminate (handler=<optimized out>) at ../../../../src/libstdc++-v3/libsupc++/eh_terminate.cc:48
- #7 0x0000799f174a5a49 in std::terminate () at ../../../../src/libstdc++-v3/libsupc++/eh_terminate.cc:58
- #8 0x0000799f174bb128 in __cxxabiv1::__cxa_throw (obj=<optimized out>, tinfo=0x799f1766de88 <typeinfo for std::length_error>, dest=0x799f174d0c30 <std::length_error::~length_error()>) at ../../../../src/libstdc++-v3/libsupc++/eh_throw.cc:98
- #9 0x0000799f174a9381 in std::__throw_length_error (__s=__s@entry=0x799f175ddecf "basic_string::_M_replace_aux") at ../../../../../src/libstdc++-v3/src/c++11/functexcept.cc:82
- #10 0x0000799f17563d16 in std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_check_length (this=<optimized out>, __n1=<optimized out>, __n2=18446744073709551614, __s=0x799f175ddecf "basic_string::_M_replace_aux") at /build/gcc-14-OQFzmN/gcc-14-14-20240412/build/x86_64-linux-gnu/libstdc++-v3/include/bits/basic_string.h:405
- #11 std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_replace_aux (this=<optimized out>, __pos1=<optimized out>, __n1=<optimized out>, __n2=18446744073709551614, __c=<optimized out>) at /build/gcc-14-OQFzmN/gcc-14-14-20240412/build/x86_64-linux-gnu/libstdc++-v3/include/bits/basic_string.tcc:454
- #12 0x00005f5cb068e09e in GLShaderManager::PrintShaderSource (this=0x5f5cb112bd80 <gl_shaderManager>, programName=..., object=2, infoLog=std::vector of length 1, capacity 1 = {...}) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:1525
- #13 0x00005f5cb068d6ff in GLShaderManager::CompileShader (this=0x5f5cb112bd80 <gl_shaderManager>, programName=..., shaderText=..., headers=std::initializer_list of length 4 = {...}, shaderType=35633) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:1446
- #14 0x00005f5cb068c0e9 in GLShaderManager::CompileGPUShaders (this=0x5f5cb112bd80 <gl_shaderManager>, shader=0x5f5cb335c820, program=0x5f5cb335cfb0, compileMacros="GENERIC_2D ") at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:1255
- #15 0x00005f5cb068c46e in GLShaderManager::CompileAndLinkGPUShaderProgram (this=0x5f5cb112bd80 <gl_shaderManager>, shader=0x5f5cb335c820, program=0x5f5cb335cfb0, compileMacros=..., deformIndex=0) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:1287
- #16 0x00005f5cb068a0fc in GLShaderManager::buildPermutation (this=0x5f5cb112bd80 <gl_shaderManager>, shader=0x5f5cb335c820, macroIndex=0, deformIndex=0) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:920
- #17 0x00005f5cb0690bdc in GLShader::BindProgram (this=0x5f5cb335c820, deformIndex=0) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:2091
- #18 0x00005f5cb078f481 in Render_generic2D (pStage=0x799f13703940) at Unvanquished/daemon/src/engine/renderer/tr_shade.cpp:809
- #19 0x00005f5cb078fc19 in Render_generic (pStage=0x799f13703940) at Unvanquished/daemon/src/engine/renderer/tr_shade.cpp:975
- #20 0x00005f5cb079554c in Tess_StageIteratorColor () at Unvanquished/daemon/src/engine/renderer/tr_shade.cpp:2922
- #21 0x00005f5cb0795e57 in Tess_End () at Unvanquished/daemon/src/engine/renderer/tr_shade.cpp:3160
- #22 0x00005f5cb06ddce5 in Poly2dIndexedCommand::ExecuteSelf (this=0x799ef7c910b4) at Unvanquished/daemon/src/engine/renderer/tr_backend.cpp:5275
- #23 0x00005f5cb06e012f in RB_ExecuteRenderCommands (data=0x799ef7c9104c) at Unvanquished/daemon/src/engine/renderer/tr_backend.cpp:6046
- #24 0x00005f5cb0703342 in R_IssueRenderCommands (runPerformanceCounters=true) at Unvanquished/daemon/src/engine/renderer/tr_cmds.cpp:183
- #25 0x00005f5cb07043e6 in RE_EndFrame (frontEndMsec=0x0, backEndMsec=0x0) at Unvanquished/daemon/src/engine/renderer/tr_cmds.cpp:889
- #26 0x00005f5cb0624ee2 in SCR_UpdateScreen () at Unvanquished/daemon/src/engine/client/cl_scrn.cpp:327
- #27 0x00005f5cb0612019 in CL_MapLoading () at Unvanquished/daemon/src/engine/client/cl_main.cpp:742
- #28 0x00005f5cb057e201 in SV_SpawnServer (pakname="map-plat23", mapname="plat23") at Unvanquished/daemon/src/engine/server/sv_init.cpp:437
- #29 0x00005f5cb056b8b4 in MapCmd::Run (this=0x5f5cb092e300 <DevmapCmdRegistration>, args=...) at Unvanquished/daemon/src/engine/server/sv_ccmds.cpp:99
- #30 0x00005f5cb086a972 in Cmd::ExecuteCommand (command=..., parseCvars=false, env=0x0) at Unvanquished/daemon/src/engine/framework/CommandSystem.cpp:215
- #31 0x00005f5cb086a131 in Cmd::ExecuteCommandBuffer () at Unvanquished/daemon/src/engine/framework/CommandSystem.cpp:93
- #32 0x00005f5cb053a123 in Com_Frame () at Unvanquished/daemon/src/engine/qcommon/common.cpp:904
- #33 0x00005f5cb07f19ef in Application::ClientApplication::Frame (this=0x5f5cb1324fe0 <Application::GetApp()::app>) at Unvanquished/daemon/src/engine/client/ClientApplication.cpp:96
- #34 0x00005f5cb085a53b in Application::Frame () at Unvanquished/daemon/src/engine/framework/Application.cpp:87
- #35 0x00005f5cb089bb46 in main (argc=60, argv=0x7ffead3b26b8) at Unvanquished/daemon/src/engine/framework/System.cpp:793
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