With windows 7x64, plenty of ram, an i7 and dual 4850's. Reformated 30 hours ago, no video card drivers installed except the defaults.
SINGLE_BUFFER:NO for all unless stated.
Using the 'shader' option.
data/shader.vs preprocessed source:
#version 140 // -*- mode: C -*-
#define dimx 80
#define dimy 25
#define dispx 8
#define dispy 12
const vec4 colors[] = vec4[16](vec4(0,0,0,1.0), vec4(0,0,0.501961,1.0), vec4(0,0.501961,0,1.0), vec4(0,0.501961,0.501961,1.0), vec4(0.501961,0,0,1.0), vec4(0.501961,0,0.501961,1.0), vec4(0.501961,0.501961,0,1.0), vec4(0.752941,0.752941,0.752941,1.0), vec4(0.501961,0.501961,0.501961,1.0), vec4(0,0,1,1.0), vec4(0,1,0,1.0), vec4(0,1,1,1.0), vec4(1,0,0,1.0), vec4(1,0,1,1.0), vec4(1,1,0,1.0), vec4(1,1,1,1.0));
#line 1 0
// Defines emitted by gridrectst::init_gl at load:
// dimx, dimy: Grid size of the screen array
// dispx, dispy: Grid-cell (font) size
// vec4 colors[16]: Color palette; first non-bold, then bold
#ifdef GRAPHICS
// offset_texpos, offset_addcolor, offset_grayscale, offset_cf, offset_cbr:
// offsets of the corresponding graphicst arrays in data
#endif
uniform usamplerBuffer data;
uniform samplerBuffer coords;
uniform isamplerBuffer fontmap;
uniform uint frame; // Counts up from 0
in vec4 gl_Vertex;
in int gl_VertexID;
flat out vec4 frontColor;
flat out vec4 backColor;
smooth out vec2 texCoords;
void main() {
int tile = gl_VertexID / 6;
int offset_tile = tile * 4;
int ch = int(texelFetch(data, offset_tile).a);
int fg = int(texelFetch(data, offset_tile+1).a);
int bg = int(texelFetch(data, offset_tile+2).a);
int bold = clamp(int(texelFetch(data, offset_tile+3).a), 0, 1);
#ifdef GRAPHICS
uint texpos = texelFetch(data, offset_texpos + offset_tile).a;
texpos += texelFetch(data, offset_texpos + offset_tile + 1).a * 256u;
texpos += texelFetch(data, offset_texpos + offset_tile + 2).a * 65536u;
texpos += texelFetch(data, offset_texpos + offset_tile + 3).a * 16777216u;
uint addcolor = texelFetch(data, offset_addcolor + offset_tile).a;
uint grayscale = texelFetch(data, offset_grayscale + offset_tile).a;
uint cf = texelFetch(data, offset_cf + offset_tile).a;
uint cbr = texelFetch(data, offset_cbr + offset_tile).a;
vec4 tex_square;
if (texpos != 0u && ch != 0) {
tex_square = texelFetch(coords, int(texpos));
if (grayscale != 0u) {
frontColor = colors[int(cf + cbr * 8u)];
} else if (addcolor != 0u) {
frontColor = colors[fg + bold * 8];
} else {
frontColor = vec4(1);
}
} else {
tex_square = texelFetch(coords, texelFetch(fontmap, ch).a);
frontColor = colors[fg + bold * 8];
}
#else
vec4 tex_square = texelFetch(coords, texelFetch(fontmap, ch).a);
frontColor = colors[fg + bold * 8];
#endif
vec2 coords[6] = vec2[](tex_square.sq, tex_square.tq, tex_square.tp,
tex_square.sq, tex_square.tp, tex_square.sp);
texCoords = coords[gl_VertexID % 6];
gl_Position = gl_Vertex;
backColor = colors[bg];
}
data/shader.vs shader compilation log (1319):
Vertex shader failed to compile with the following errors:
ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 2:16: 'gl_Vertex' : reserved built-in name
ERROR: 2:17: 'gl_VertexID' : reserved built-in name
ERROR: 2:27: 'texelFetch' : no matching overloaded function found
ERROR: 2:27: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:28: 'texelFetch' : no matching overloaded function found
ERROR: 2:28: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:29: 'texelFetch' : no matching overloaded function found
ERROR: 2:29: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:30: 'texelFetch' : no matching overloaded function found
ERROR: 2:30: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:58: 'texelFetch' : no matching overloaded function found
ERROR: 2:58: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:58: 'texelFetch' : no matching overloaded function found
ERROR: 2:58: '=' : cannot convert from 'const float' to '4-component vector of float'
WARNING: 2:63: '' : Unsized array constructors is not allowed in implicit GLSL version number 110
ERROR: compilation errors. No code generated.
data/shader.vs preprocessed source:
#version 140 // -*- mode: C -*-
#define dimx 80
#define dimy 25
#define dispx 8
#define dispy 12
const vec4 colors[] = vec4[16](vec4(0,0,0,1.0), vec4(0,0,0.501961,1.0), vec4(0,0.501961,0,1.0), vec4(0,0.501961,0.501961,1.0), vec4(0.501961,0,0,1.0), vec4(0.501961,0,0.501961,1.0), vec4(0.501961,0.501961,0,1.0), vec4(0.752941,0.752941,0.752941,1.0), vec4(0.501961,0.501961,0.501961,1.0), vec4(0,0,1,1.0), vec4(0,1,0,1.0), vec4(0,1,1,1.0), vec4(1,0,0,1.0), vec4(1,0,1,1.0), vec4(1,1,0,1.0), vec4(1,1,1,1.0));
#line 1 0
// Defines emitted by gridrectst::init_gl at load:
// dimx, dimy: Grid size of the screen array
// dispx, dispy: Grid-cell (font) size
// vec4 colors[16]: Color palette; first non-bold, then bold
#ifdef GRAPHICS
// offset_texpos, offset_addcolor, offset_grayscale, offset_cf, offset_cbr:
// offsets of the corresponding graphicst arrays in data
#endif
uniform usamplerBuffer data;
uniform samplerBuffer coords;
uniform isamplerBuffer fontmap;
uniform uint frame; // Counts up from 0
in vec4 gl_Vertex;
in int gl_VertexID;
flat out vec4 frontColor;
flat out vec4 backColor;
smooth out vec2 texCoords;
void main() {
int tile = gl_VertexID / 6;
int offset_tile = tile * 4;
int ch = int(texelFetch(data, offset_tile).a);
int fg = int(texelFetch(data, offset_tile+1).a);
int bg = int(texelFetch(data, offset_tile+2).a);
int bold = clamp(int(texelFetch(data, offset_tile+3).a), 0, 1);
#ifdef GRAPHICS
uint texpos = texelFetch(data, offset_texpos + offset_tile).a;
texpos += texelFetch(data, offset_texpos + offset_tile + 1).a * 256u;
texpos += texelFetch(data, offset_texpos + offset_tile + 2).a * 65536u;
texpos += texelFetch(data, offset_texpos + offset_tile + 3).a * 16777216u;
uint addcolor = texelFetch(data, offset_addcolor + offset_tile).a;
uint grayscale = texelFetch(data, offset_grayscale + offset_tile).a;
uint cf = texelFetch(data, offset_cf + offset_tile).a;
uint cbr = texelFetch(data, offset_cbr + offset_tile).a;
vec4 tex_square;
if (texpos != 0u && ch != 0) {
tex_square = texelFetch(coords, int(texpos));
if (grayscale != 0u) {
frontColor = colors[int(cf + cbr * 8u)];
} else if (addcolor != 0u) {
frontColor = colors[fg + bold * 8];
} else {
frontColor = vec4(1);
}
} else {
tex_square = texelFetch(coords, texelFetch(fontmap, ch).a);
frontColor = colors[fg + bold * 8];
}
#else
vec4 tex_square = texelFetch(coords, texelFetch(fontmap, ch).a);
frontColor = colors[fg + bold * 8];
#endif
vec2 coords[6] = vec2[](tex_square.sq, tex_square.tq, tex_square.tp,
tex_square.sq, tex_square.tp, tex_square.sp);
texCoords = coords[gl_VertexID % 6];
gl_Position = gl_Vertex;
backColor = colors[bg];
}
data/shader.vs shader compilation log (1319):
Vertex shader failed to compile with the following errors:
ERROR: 0:1: '' : Version number not supported by GL2
ERROR: 2:16: 'gl_Vertex' : reserved built-in name
ERROR: 2:17: 'gl_VertexID' : reserved built-in name
ERROR: 2:27: 'texelFetch' : no matching overloaded function found
ERROR: 2:27: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:28: 'texelFetch' : no matching overloaded function found
ERROR: 2:28: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:29: 'texelFetch' : no matching overloaded function found
ERROR: 2:29: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:30: 'texelFetch' : no matching overloaded function found
ERROR: 2:30: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:58: 'texelFetch' : no matching overloaded function found
ERROR: 2:58: 'a' : field selection requires structure, vector, or matrix on left hand side
ERROR: 2:58: 'texelFetch' : no matching overloaded function found
ERROR: 2:58: '=' : cannot convert from 'const float' to '4-component vector of float'
WARNING: 2:63: '' : Unsized array constructors is not allowed in implicit GLSL version number 110
ERROR: compilation errors. No code generated.
ACCUM_BUFFER: Blinks madly on the title screen, changes on resize, switching on-top-ness, locks up, ~110fps, (very hard to tell), massive flickering ingame, crashes on save
ACCUM_BUFFER and SINGLE_BUFFER:YES; ~100fps, crash on save again.