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| View Issue Details [ Jump to Notes ] | [ Print ] | ||||||||
| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
| 0010716 | VTK | (No Category) | public | 2010-05-14 15:22 | 2016-08-12 09:55 | ||||
| Reporter | François Bertel | ||||||||
| Assigned To | Kitware Robot | ||||||||
| Priority | normal | Severity | minor | Reproducibility | always | ||||
| Status | closed | Resolution | moved | ||||||
| Platform | OS | OS Version | |||||||
| Product Version | |||||||||
| Target Version | Fixed in Version | ||||||||
| Summary | 0010716: GPU ray cast volume mapper does not work on Snow Leopard | ||||||||
| Description | any the the GPURayCast* tests exit with: (0) : fatal error C9999: Nested functions, aborting! Cg compiler terminated due to fatal error | ||||||||
| Tags | No tags attached. | ||||||||
| Project | |||||||||
| Type | |||||||||
| Attached Files | CTEST_FULL_OUTPUT (Avoid ctest truncation of output)
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
BEFORE isValid0
Validation Failed: Sampler error:
Samplers of different types use the same texture image unit.
- or -
A sampler's texture unit is out of range (greater than max allowed or negative).
There are 20 active uniform variables.
0 vec2 windowLowerLeftCorner={0 0}
1 vec2 invWindowSize={0 0}
2 sampler2D depthTexture=3 (Texture Unit)->1 (Texture Object)
3 vec2 invOriginalWindowSize={0 0}
4 mat4 textureToEye={0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0}
5 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object)
6 vec3 cameraPosition={0 0 0}
7 vec3 matrix1={0 0 0}
8 vec3 matrix2={0 0 0}
9 float sampleDistance=0
10 sampler3D dataSetTexture=0 (Texture Unit)->0 (Texture Object)
11 sampler1D opacityTexture=2 (Texture Unit)->0 (Texture Object)
12 vec3 lowBounds={0 0 0}
13 vec3 highBounds={0 0 0}
14 sampler2D frameBufferTexture=0 (Texture Unit)->1 (Texture Object)
15 sampler1D colorTexture=1 (Texture Unit)->4 (Texture Object)
16 float gl_DepthRange.near=<built-in value>
17 float gl_DepthRange.far=<built-in value>
18 float gl_DepthRange.diff=<built-in value>
19 mat4 gl_ProjectionMatrixInverse={<built-in value>}
vtkUniformVariables (0x104a51090)
Debug: Off
Modified Time: 2107
Reference Count: 1
Registered Events: (none)
colorTexture (uniform1i): 1
dataSetTexture (uniform1i): 0
depthTexture (uniform1i): 3
noiseTexture (uniform1i): 6
opacityTexture (uniform1i): 2
AFTER isValid0
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
BEFORE isValid1
(0) : fatal error C9999: Nested functions, aborting!
Cg compiler terminated due to fatal errorvtkDebugLeaks has detected LEAKS!
Class "vtkSampleFunction" has 1 instance still around.
Class "vtkOpenGLScalarsToColorsPainter" has 5 instances still around.
Class "vtkCellData" has 8 instances still around.
Class "vtkCompositePainter" has 5 instances still around.
Class "vtkVolume" has 1 instance still around.
Class "vtkInformationIntegerVectorValue" has 6 instances still around.
Class "vtkFrustumCoverageCuller" has 1 instance still around.
Class "vtkCollection" has 2 instances still around.
Class "vtkInformationVector" has 56 instances still around.
Class "vtkCocoaRenderWindowInteractor" has 1 instance still around.
Class "vtkPerspectiveTransform" has 2 instances still around.
Class "vtkOpenGLPainterDeviceAdapter" has 1 instance still around.
Class "vtkPointData" has 8 instances still around.
Class "vtkOpenGLDisplayListPainter" has 5 instances still around.
Class "vtkInteractorStyleTrackballActor" has 1 instance still around.
Class "vtkProp3DCollection" has 2 instances still around.
Class "vtkTrivialProducer" has 1 instance still around.
Class "vtkMatrix4x4" has 21 instances still around.
Class "vtkOpenGLGPUVolumeRayCastMapper" has 1 instance still around.
Class "vtkSimpleTransform" has 5 instances still around.
Class "vtkUniformVariables" has 7 instances still around.
Class "vtkImageShiftScale" has 1 instance still around.
Class "vtkColorTransferFunction" has 1 instance still around.
Class "vtkPoints" has 30 instances still around.
Class "vtkInformation" has 122 instances still around.
Class "vtkLine" has 12 instances still around.
Class "vtkInformationStringVectorValue" has 2 instances still around.
Class "vtkActorCollection" has 3 instances still around.
Class "vtkCocoaRenderWindow" has 1 instance still around.
Class "vtkMultiThreader" has 1 instance still around.
Class "vtkVolumeCollection" has 1 instance still around.
Class "vtkShaderProgram2" has 1 instance still around.
Class "vtkPropCollection" has 5 instances still around.
Class "vtkInformationIntegerPointerValue" has 3 instances still around.
Class "vtkOpenGLCoincidentTopologyResolutionPainter" has 5 instances still around.
Class "vtkOpenGLLightingPainter" has 5 instances still around.
Class "vtkPixel" has 6 instances still around.
Class "vtkPolyData" has 5 instances still around.
Class "vtkGenericCell" has 2 instances still around.
Class "vtkShader2" has 6 instances still around.
Class "vtkPiecewiseFunction" has 2 instances still around.
Class "vtkPainterPolyDataMapper" has 5 instances still around.
Class "vtkPropPicker" has 1 instance still around.
Class "vtkOpenGLExtensionManager" has 1 instance still around.
Class "vtkHardwareSelectionPolyDataPainter" has 5 instances still around.
Class "vtkOpenGLCamera" has 1 instance still around.
Class "vtkIdList" has 31 instances still around.
Class "vtkInteractorStyleJoystickActor" has 1 instance still around.
Class "vtkWorldPointPicker" has 1 instance still around.
Class "vtkEmptyCell" has 2 instances still around.
Class "vtkDoubleArray" has 31 instances still around.
Class "vtkAlgorithmOutput" has 8 instances still around.
Class "vtkCullerCollection" has 1 instance still around.
Class "vtkDefaultPainter" has 5 instances still around.
Class "vtkInteractorStyleJoystickCamera" has 1 instance still around.
Class "vtkOpenGLRenderer" has 1 instance still around.
Class "vtkInformationIntegerValue" has 239 instances still around.
Class "vtkExtentTranslator" has 2 instances still around.
Class "vtkOpenGLLight" has 1 instance still around.
Class "vtkRendererCollection" has 1 instance still around.
Class "vtkCellArray" has 1 instance still around.
Class "vtkVertex" has 3 instances still around.
Class "vtkSphere" has 1 instance still around.
Class "vtkChooserPainter" has 5 instances still around.
Class "vtkImageData" has 3 instances still around.
Class "vtkTDxInteractorStyleCamera" has 4 instances still around.
Class "vtkTDxMacDevice" has 1 instance still around.
Class "vtkInformationStringValue" has 8 instances still around.
Class "vtkFloatArray" has 2 instances still around.
Class "vtkVolumeProperty" has 1 instance still around.
Class "vtkInformationExecutivePortVectorValue" has 7 instances still around.
Class "vtkIdTypeArray" has 1 instance still around.
Class "vtkTransform" has 9 instances still around.
Class "vtkShader2Collection" has 1 instance still around.
Class "vtkVoxel" has 3 instances still around.
Class "vtkOutlineSource" has 5 instances still around.
Class "vtkOpenGLClipPlanesPainter" has 5 instances still around.
Class "vtkFieldData" has 10 instances still around.
Class "vtkInteractorStyleTrackballCamera" has 1 instance still around.
Class "vtkInformationDoubleVectorValue" has 8 instances still around.
Class "vtkUnsignedCharArray" has 1 instance still around.
Class "vtkLightCollection" has 1 instance still around.
Class "vtkInteractorStyleSwitch" has 1 instance still around.
Class "vtkStreamingDemandDrivenPipeline" has 14 instances still around.
Class "vtkTDxInteractorStyleSettings" has 4 instances still around.
Class "vtkCellPicker" has 2 instances still around.
Class "vtkActor2DCollection" has 1 instance still around.
Class "vtkOpenGLRepresentationPainter" has 5 instances still around.
Class "vtkTimerLog" has 57 instances still around.
Class "vtkCommand or subclass" has 121 instances still around.
Class "vtkInformationExecutivePortValue" has 8 instances still around.
CTEST_FULL_OUTPUT (Avoid ctest truncation of output)
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
BEFORE isValid0
AFTER isValid0
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
BEFORE isValid1
AFTER isValid1
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
BEFORE isValid2
AFTER isValid2
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 2
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is empty
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 2
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is a texture with name: 3
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_COLOR_ATTACHMENT1_EXT
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 2
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is empty
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 2
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is empty
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
There are 18 active uniform variables.
0 vec3 cameraPosition={0.5 0.5 3.84607}
1 sampler1D colorTexture=1 (Texture Unit)->4 (Texture Object)
2 sampler3D dataSetTexture=0 (Texture Unit)->7 (Texture Object)
3 sampler2D depthTexture=3 (Texture Unit)->1 (Texture Object)
4 sampler2D frameBufferTexture=4 (Texture Unit)->3 (Texture Object)
5 vec3 highBounds={0.996063 0.996063 0.996063}
6 vec2 invOriginalWindowSize={0.00332226 0.00333333}
7 vec2 invWindowSize={0.00332226 0.00333333}
8 vec3 lowBounds={0.00393701 0.00393701 0.00393701}
9 vec3 matrix1={4 4 4}
10 vec3 matrix2={0 0 0}
11 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object)
12 sampler1D opacityTexture=2 (Texture Unit)->6 (Texture Object)
13 float sampleDistance=0.015873
14 mat4 textureToEye={0.5 -0 0 -0 -0 0.5 -0 0 0 -0 0.5 -0 0.5 0.5 3.84607 1}
15 vec2 windowLowerLeftCorner={0 0}
16 float gl_DepthRange.far=<built-in value>
17 mat4 gl_ProjectionMatrixInverse={<built-in value>}
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
BEFORE isValid0
AFTER isValid0
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
BEFORE isValid1
AFTER isValid1
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
BEFORE isValid2
AFTER isValid2
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_BACK
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 2
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is a texture with name: 8
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 2
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is a texture with name: 3
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_COLOR_ATTACHMENT1_EXT
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 2
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is empty
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 8
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is a texture with name: 9
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_COLOR_ATTACHMENT1_EXT
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
Current framebuffer is bind to framebuffer object 1
color attachement 0:
this attachment is a texture with name: 2
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 1:
this attachment is a texture with name: 8
its mipmap level is: 0
this is not a cube map texture.
this is not 3D texture.
color attachement 2:
this attachment is empty
color attachement 3:
this attachment is empty
color attachement 4:
this attachment is empty
color attachement 5:
this attachment is empty
color attachement 6:
this attachment is empty
color attachement 7:
this attachment is empty
depth attachement :
this attachment is a renderbuffer
this attachment is a renderbuffer with name: 1
renderbuffer width=301
renderbuffer height=300
renderbuffer internal format=0x81a6
renderbuffer actual resolution for the red component=0
renderbuffer actual resolution for the green component=0
renderbuffer actual resolution for the blue component=0
renderbuffer actual resolution for the alpha component=0
renderbuffer actual resolution for the depth component=24
renderbuffer actual resolution for the stencil component=0
stencil attachement :
this attachment is empty
draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
draw buffer 1=GL_COLOR_ATTACHMENT1_EXT
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
read buffer=GL_COLOR_ATTACHMENT0_EXT
There are 17 active uniform variables.
0 vec3 cameraPosition={0.5 0.5 3.84607}
1 sampler3D dataSetTexture=0 (Texture Unit)->7 (Texture Object)
2 sampler2D depthTexture=3 (Texture Unit)->1 (Texture Object)
3 vec3 highBounds={0.996063 0.996063 0.996063}
4 vec2 invOriginalWindowSize={0.00332226 0.00333333}
5 vec2 invWindowSize={0.00332226 0.00333333}
6 vec3 lowBounds={0.00393701 0.00393701 0.00393701}
7 vec3 matrix1={4 4 4}
8 vec3 matrix2={0 0 0}
9 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object)
10 sampler1D opacityTexture=2 (Texture Unit)->6 (Texture Object)
11 float sampleDistance=0.015873
12 sampler2D scalarBufferTexture=5 (Texture Unit)->9 (Texture Object)
13 mat4 textureToEye={0.5 -0 0 -0 -0 0.5 -0 0 0 -0 0.5 -0 0.5 0.5 3.84607 1}
14 vec2 windowLowerLeftCorner={0 0}
15 float gl_DepthRange.far=<built-in value>
16 mat4 gl_ProjectionMatrixInverse={<built-in value>}
Current framebuffer is bind to the system one
draw buffer 0=GL_BACK
draw buffer 1=GL_NONE
draw buffer 2=GL_NONE
draw buffer 3=GL_NONE
draw buffer 4=GL_NONE
draw buffer 5=GL_NONE
draw buffer 6=GL_NONE
draw buffer 7=GL_NONE
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UpdateCTestConfiguration from :C:/apps/cygwin/home/fbertel/projects/development/builds/vtk-build-qt-debug-tdx/DartConfiguration.tcl
Parse Config file:C:/apps/cygwin/home/fbertel/projects/development/builds/vtk-build-qt-debug-tdx/DartConfiguration.tcl
Add coverage exclude regular expressions.
Add coverage exclude: vtk.*TCLInit.cxx
Add coverage exclude: vtk[^\.]+(Java|Python|Tcl).cxx
Add coverage exclude: Utilities.kwsys
Add coverage exclude: Utilities.vtksys
Add coverage exclude: Utilities.vtklibproj4
Add coverage exclude: Utilities.vtkalglib
Add coverage exclude: Utilities.octree
Add coverage exclude: .*vtkOpenGLState.*
Add coverage exclude: .*Testing.Cxx.*cxx
Add coverage exclude: .*Testing.Cxx.*h
Add coverage exclude: .*moc_.*cxx
UpdateCTestConfiguration from :C:/apps/cygwin/home/fbertel/projects/development/builds/vtk-build-qt-debug-tdx/DartConfiguration.tcl
Parse Config file:C:/apps/cygwin/home/fbertel/projects/development/builds/vtk-build-qt-debug-tdx/DartConfiguration.tcl
Test project C:/apps/cygwin/home/fbertel/projects/development/builds/vtk-build-qt-debug-tdx
Constructing a list of tests
Done constructing a list of tests
Checking test dependency graph...
test 216
Start 216: TestGPURayCastAdditive
216: Test command: C:\apps\cygwin\home\fbertel\projects\development\builds\vtk-build-qt-debug-tdx\bin\Debug\VolumeRenderingCxxTests.exe TestGPURayCastAdditive -D C:/apps/cygwin/home/fbertel/projects/development/VTKData -T C:/apps/cygwin/home/fbertel/projects/development/builds/vtk-build-qt-debug-tdx/Testing/Temporary -V Baseline/VolumeRendering/TestGPURayCastAdditive.png
216: Test timeout computed to be: 1500
216: CTEST_FULL_OUTPUT (Avoid ctest truncation of output)
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216: 3 vec3 highBounds={0.996063 0.996063 0.996063}
216: 4 vec2 invOriginalWindowSize={0.00332226 0.00333333}
216: 5 vec2 invWindowSize={0.00332226 0.00333333}
216: 6 vec3 lowBounds={0.00393701 0.00393701 0.00393701}
216: 7 vec3 matrix1={4 4 4}
216: 8 vec3 matrix2={0 0 0}
216: 9 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object)
216: 10 sampler1D opacityTexture=2 (Texture Unit)->6 (Texture Object)
216: 11 float sampleDistance=0.015873
216: 12 sampler2D scalarBufferTexture=5 (Texture Unit)->9 (Texture Object)
216: 13 mat4 textureToEye={0.5 -0 0 -0 -0 0.5 -0 0 0 -0 0.5 -0 0.5 0.5 3.84607 1}
216: 14 vec2 windowLowerLeftCorner={0 0}
216: 15 float gl_DepthRange.far=<built-in value>
216: 16 mat4 gl_ProjectionMatrixInverse={<built-in value>}
216: Current framebuffer is bind to the system one
216: draw buffer 0=GL_BACK
216: draw buffer 1=GL_NONE
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_BACK
216: Current framebuffer is bind to the system one
216: draw buffer 0=GL_BACK
216: draw buffer 1=GL_NONE
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_BACK
216: BEFORE isValid0
216: AFTER isValid0
216: Current framebuffer is bind to the system one
216: draw buffer 0=GL_BACK
216: draw buffer 1=GL_NONE
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_BACK
216: BEFORE isValid1
216: AFTER isValid1
216: Current framebuffer is bind to the system one
216: draw buffer 0=GL_BACK
216: draw buffer 1=GL_NONE
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_BACK
216: BEFORE isValid2
216: AFTER isValid2
216: Current framebuffer is bind to the system one
216: draw buffer 0=GL_BACK
216: draw buffer 1=GL_NONE
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_BACK
216: Current framebuffer is bind to framebuffer object 1
216: color attachement 0:
216: this attachment is a texture with name: 2
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 1:
216: this attachment is a texture with name: 8
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 2:
216: this attachment is empty
216: color attachement 3:
216: this attachment is empty
216: color attachement 4:
216: this attachment is empty
216: color attachement 5:
216: this attachment is empty
216: color attachement 6:
216: this attachment is empty
216: color attachement 7:
216: this attachment is empty
216: depth attachement :
216: this attachment is a renderbuffer
216: this attachment is a renderbuffer with name: 1
216: renderbuffer width=301
216: renderbuffer height=300
216: renderbuffer internal format=0x81a6
216: renderbuffer actual resolution for the red component=0
216: renderbuffer actual resolution for the green component=0
216: renderbuffer actual resolution for the blue component=0
216: renderbuffer actual resolution for the alpha component=0
216: renderbuffer actual resolution for the depth component=24
216: renderbuffer actual resolution for the stencil component=0
216: stencil attachement :
216: this attachment is empty
216: draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
216: draw buffer 1=GL_NONE
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_COLOR_ATTACHMENT1_EXT
216: Current framebuffer is bind to framebuffer object 1
216: color attachement 0:
216: this attachment is a texture with name: 2
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 1:
216: this attachment is a texture with name: 3
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 2:
216: this attachment is empty
216: color attachement 3:
216: this attachment is empty
216: color attachement 4:
216: this attachment is empty
216: color attachement 5:
216: this attachment is empty
216: color attachement 6:
216: this attachment is empty
216: color attachement 7:
216: this attachment is empty
216: depth attachement :
216: this attachment is a renderbuffer
216: this attachment is a renderbuffer with name: 1
216: renderbuffer width=301
216: renderbuffer height=300
216: renderbuffer internal format=0x81a6
216: renderbuffer actual resolution for the red component=0
216: renderbuffer actual resolution for the green component=0
216: renderbuffer actual resolution for the blue component=0
216: renderbuffer actual resolution for the alpha component=0
216: renderbuffer actual resolution for the depth component=24
216: renderbuffer actual resolution for the stencil component=0
216: stencil attachement :
216: this attachment is empty
216: draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
216: draw buffer 1=GL_COLOR_ATTACHMENT1_EXT
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_COLOR_ATTACHMENT1_EXT
216: Current framebuffer is bind to framebuffer object 1
216: color attachement 0:
216: this attachment is a texture with name: 2
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 1:
216: this attachment is empty
216: color attachement 2:
216: this attachment is empty
216: color attachement 3:
216: this attachment is empty
216: color attachement 4:
216: this attachment is empty
216: color attachement 5:
216: this attachment is empty
216: color attachement 6:
216: this attachment is empty
216: color attachement 7:
216: this attachment is empty
216: depth attachement :
216: this attachment is a renderbuffer
216: this attachment is a renderbuffer with name: 1
216: renderbuffer width=301
216: renderbuffer height=300
216: renderbuffer internal format=0x81a6
216: renderbuffer actual resolution for the red component=0
216: renderbuffer actual resolution for the green component=0
216: renderbuffer actual resolution for the blue component=0
216: renderbuffer actual resolution for the alpha component=0
216: renderbuffer actual resolution for the depth component=24
216: renderbuffer actual resolution for the stencil component=0
216: stencil attachement :
216: this attachment is empty
216: draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
216: draw buffer 1=GL_NONE
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_COLOR_ATTACHMENT1_EXT
216: Current framebuffer is bind to framebuffer object 1
216: color attachement 0:
216: this attachment is a texture with name: 8
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 1:
216: this attachment is a texture with name: 9
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 2:
216: this attachment is empty
216: color attachement 3:
216: this attachment is empty
216: color attachement 4:
216: this attachment is empty
216: color attachement 5:
216: this attachment is empty
216: color attachement 6:
216: this attachment is empty
216: color attachement 7:
216: this attachment is empty
216: depth attachement :
216: this attachment is a renderbuffer
216: this attachment is a renderbuffer with name: 1
216: renderbuffer width=301
216: renderbuffer height=300
216: renderbuffer internal format=0x81a6
216: renderbuffer actual resolution for the red component=0
216: renderbuffer actual resolution for the green component=0
216: renderbuffer actual resolution for the blue component=0
216: renderbuffer actual resolution for the alpha component=0
216: renderbuffer actual resolution for the depth component=24
216: renderbuffer actual resolution for the stencil component=0
216: stencil attachement :
216: this attachment is empty
216: draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
216: draw buffer 1=GL_COLOR_ATTACHMENT1_EXT
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_COLOR_ATTACHMENT1_EXT
216: Current framebuffer is bind to framebuffer object 1
216: color attachement 0:
216: this attachment is a texture with name: 2
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 1:
216: this attachment is a texture with name: 8
216: its mipmap level is: 0
216: this is not a cube map texture.
216: this is not 3D texture.
216: color attachement 2:
216: this attachment is empty
216: color attachement 3:
216: this attachment is empty
216: color attachement 4:
216: this attachment is empty
216: color attachement 5:
216: this attachment is empty
216: color attachement 6:
216: this attachment is empty
216: color attachement 7:
216: this attachment is empty
216: depth attachement :
216: this attachment is a renderbuffer
216: this attachment is a renderbuffer with name: 1
216: renderbuffer width=301
216: renderbuffer height=300
216: renderbuffer internal format=0x81a6
216: renderbuffer actual resolution for the red component=0
216: renderbuffer actual resolution for the green component=0
216: renderbuffer actual resolution for the blue component=0
216: renderbuffer actual resolution for the alpha component=0
216: renderbuffer actual resolution for the depth component=24
216: renderbuffer actual resolution for the stencil component=0
216: stencil attachement :
216: this attachment is empty
216: draw buffer 0=GL_COLOR_ATTACHMENT0_EXT
216: draw buffer 1=GL_COLOR_ATTACHMENT1_EXT
216: draw buffer 2=GL_NONE
216: draw buffer 3=GL_NONE
216: draw buffer 4=GL_NONE
216: draw buffer 5=GL_NONE
216: draw buffer 6=GL_NONE
216: draw buffer 7=GL_NONE
216: read buffer=GL_COLOR_ATTACHMENT1_EXT
216: There are 17 active uniform variables.
216: 0 vec3 cameraPosition={0.5 0.5 3.84607}
216: 1 sampler3D dataSetTexture=0 (Texture Unit)->7 (Texture Object)
216: 2 sampler2D depthTexture=3 (Texture Unit)->1 (Texture Object)
216: 3 vec3 highBounds={0.996063 0.996063 0.996063}
216: 4 vec2 invOriginalWindowSize={0.00332226 0.00333333}
216: 5 vec2 invWindowSize={0.00332226 0.00333333}
216: 6 vec3 lowBounds={0.00393701 0.00393701 0.00393701}
216: 7 vec3 matrix1={4 4 4}
216: 8 vec3 matrix2={0 0 0}
216: 9 sampler2D noiseTexture=6 (Texture Unit)->5 (Texture Object)
216: 10 sampler1D opacityTexture=2 (Texture Unit)->6 (Texture Object)
216: 11 float sampleDistance=0.015873
216: 12 sampler2D scalarBufferTexture=5 (Texture Unit)->9 (Texture Object)
216: 13 mat4 textureToEye={0.5 -0 0 -0 -0 0.5 -0 0 0 -0 0.5 -0 0.5 0.5 3.84607 1}
216: 14 vec2 windowLowerLeftCorner={0 0}
216: 15 float gl_DepthRange.far=<built-in value>
216: 16 mat4 gl_ProjectionMatrixInverse={<built-in value>}
216: <DartMeasurement name="ImageError" type="numeric/double">0</DartMeasurement><DartMeasurement name="BaselineImage" type="text/string">Standard</DartMeasurement><DartMeasurement name="WallTime" type="numeric/double">0.0769999</DartMeasurement>
216: <DartMeasurement name="CPUTime" type="numeric/double">0.077</DartMeasurement>
1/1 Test #216: TestGPURayCastAdditive ........... Passed 1.04 sec
The following tests passed:
TestGPURayCastAdditive
100% tests passed, 0 tests failed out of 1
Total Test time (real) = 1.26 sec
| ||||||||
| Relationships | |
| Relationships |
| Notes | |
|
(0020744) François Bertel (developer) 2010-05-14 15:42 |
reporting a bug at http://developer.apple.com/bugreporter/ [^] |
|
(0020745) François Bertel (developer) 2010-05-14 16:09 |
Apple bug 7986198. The bug reports is: Title: Validation stage of GLSL program broken product: Mac OS X Classification: Serious Bug 14-May-2010 04:06 PM Francois Bertel: Hello, Summary: VTK (The visualization tookit) is an open-source (BSD license) C++ library for scientific and medical visualization. It allows to do volume rendering, notably with the help of the GPU through OpenGL/GLSL. The class doing this work in vtkOpenGLGPUVolumeRayCastMapper (and its superclass vtkGPUVolumeRayCastMapper) It works with no error on Windows and Linux with an nVidia graphics card. It does not work on Mac OS X Snow Leopard with an nVidia card (see Notes section for details). On Mac, the graphics driver exits (!!) the test program with: (0) : fatal error C9999: Nested functions, aborting! Cg compiler terminated due to fatal error Steps to Reproduce: Here are the step to reproduce the graphics driver bug: 1. Download and install cmake 2.8.1 2. Download the development version of VTK and VTKData with git 3. Build vtk 4. Try the test program 5. change some line of code in VTK/VolumeRendering/vtkOpenGLGPURayCastMapper.cxx 6. go back to step 3. Details steps: In order the run the test: DOWNLOAD 1. Download and install cmake 2.8.1 from http://cmake.org/cmake/resources/software.html [^] or directly here: http://www.cmake.org/files/v2.8/cmake-2.8.1-Darwin-universal.dmg [^] 2. download the development version of VTK from the central git repository with: $ git clone git://vtk.org/VTK.git [^] VTK or, if you have firewall issue, through the less efficient http protocol: $ git clone http://vtk.org/VTK.git [^] VTK (additional help here: http://www.vtk.org/Wiki/VTK/Git [^]) 3. download VTKData from the central git repository with: $ git clone [git://vtk.org/VTKData.git [^] or http://vtk.org/VTKData.git [^]] BUILD VTK 4. create a build directory "vtk-build" (not in the source tree) 5. run cmake-gui 6. select the "where to build the binaries" to be the path to vtk-build 7. select the "where is the source code" to be the path the the VTK source tree 8. click "configure" at the bottom 9. select generator "Unix Makefiles" and click "Done" 10. once cmake is done with the configuration stage, check BUILD_SHARED_LIBS, and type Debug for the CMAKE_BUILD_TYPE. 11. click "configure" again. 12. click "configure" again (or until the generate bottom is not ghosted anymore) 10. once cmake is done with the configuration stage, click "Generate" 11. once cmake is done with the generation stage, close the gui 12. in vtk-build, type "make -j3" RUN THE TEST 1. from the build directory vtk-build, type $ ctest -R TestGPURayCastAdditive -V without any change the test passes because of #ifdef __APPLE__ in the source code. 2. replace #ifdef __APPLE__ by #if 0 at line 2143 of VTK/VolumeRendering/vtkOpenGLGPURayCastMapper.cxx and rebuild the test now exits badly with: (0) : fatal error C9999: Nested functions, aborting! Cg compiler terminated due to fatal error 3. uncomment #define APPLE_SNOW_LEOPARD_BUG at line 93 to have some verbose output and rebuild the test now exits badly in a more verbose way with the attached log. For comparison purpose, I attached the ouput I get on Windows and Linux when #define APPLE_SNOW_LEOPARD_BUG is activated. Expected Results: An image of a volume rendered dataset with a passing test. Actual Results: the graphics driver exits the test program with: (0) : fatal error C9999: Nested functions, aborting! Cg compiler terminated due to fatal error Regression: Notes: Notably it works on a laptop Dell Precision M6300M with a nVidia Quadro 3600M, 512MB either on Windows Vista SP1 x64 (with nVidia driver 190.00) or Ubuntu x86_64 10.04 (with nVidia driver 195.36.15) It does not work (among others) on Apple Mac Book Pro 15" with nVidia GeForce 9400M, GeForce 9600M GT, 512 MB. This is Snow Leopard 10.6.3 build 10D573, with Xcode 3.2.2. I nailed the driver failure to the first call of glBegin(), basically when the driver is supposed to see if the shader program is valid . The shader program compiles and links successfully. My guess is the driver is confused because some texture objects can be used later one in an FBO (framebuffer object). Comment about the code in VTK/VolumeRendering/vtkOpenGLGPURayCastMapper.cxx: The program and uniform variables are all set at the end of vtkOpenGLGPUVolumeRayCastMapper::RenderSubVolume() with a call to this->Program->SendUniforms(); The actual OpenGL drawing happens right after in vtkOpenGLGPUVolumeRayCastMapper::RenderClippedBoundingBox() with a call to: glBegin( GL_TRIANGLE_FAN ); The call to glBegin() trigger the following error only on Mac Snow Leopard: (0) : fatal error C9999: Nested functions, aborting! Cg compiler terminated due to fatal error The driver actually exits (!!) the application. The code has been enhanced to track down the bug when APPLE_SNOW_LEOPARD_BUG is defined. I narrowed down the cause of the crash to the following lines: You can see that around line 4301 there is a first call to validate that does not crash (isValid0) (even if the result of the validation failed, which is fine). see the log section betwen "BEFORE isValid0" and "AFTER isValid0". Several lines after setting some texture objects and texture units, another validation stage is forced but this one make the driver fails around line 4328. the section "BEFORE isValid1" does not have a change to end with "AFTER isValid1" because the driver fails. Regards. 14-May-2010 04:07 PM Francois Bertel: 'windows_output.txt' was successfully uploaded |
|
(0021031) François Bertel (developer) 2010-06-16 14:33 |
There is a typo in the bug report: where ever there is vtkOpenGLGPURayCastMapper, you should read vtkOpenGLGPUVolumeRayCastMapper. |
|
(0021088) François Bertel (developer) 2010-06-18 10:19 |
The update to Snow Leopard 10.6.4 did not fix the bug. |
|
(0021124) François Bertel (developer) 2010-06-22 13:17 |
Apparently, 10.6.4 has graphics performance regression issues. http://www.macrumors.com/2010/06/21/valve-warns-of-gaming-performance-issues-with-nvidia-graphics-cards-on-mac-os-x-10-6-4/ [^] |
|
(0021357) François Bertel (developer) 2010-07-12 12:05 |
Still no feedback from Apple |
|
(0021688) François Bertel (developer) 2010-08-06 10:34 |
Notified Apple that bug 8204106 reported by James Barabas from MIT is probably the root of the problem. James used OpenGL Shader Builder (coming with XCode) for quickly testing the shaders. Here is the contents of bug 8204106 ////////////////////////////////Apple Bug Report Text Summary: Shader programs can cause application termination. Steps to Reproduce: Create two new text files, File1.fs and File2.fs with the contents below Use OpenGL Shader Builder to create a shader program containing these two files Click on Render tab to attempt to run shaders //////////////////////////////////File1.fs vec4 f2(vec4 value2) { return value2; } vec4 shade(vec4 value1) { return f2(value1); } //////////////////////////File2.fs void main() { if(gl_FragCoord.x < 0.5) { discard; } gl_FragColor = vec4(0.0,0.0,0.0,1.0); } Expected Results: Shader runs and creates an image Actual Results: OpenGL Shader Builder crashes. Console reports: 7/17/10 7:22:57 PM [0x0-0x2e82e8].com.apple.ShaderBuilder[12570] (0) : fatal error C9999: Function does not end at the end of the representation 7/17/10 7:22:57 PM [0x0-0x2e82e8].com.apple.ShaderBuilder[12570] Cg compiler terminated due to fatal error 7/17/10 7:22:57 PM com.apple.launchd.peruser.501[832] ([0x0-0x2e82e8].com.apple.ShaderBuilder[12570]) Exited with exit code: 15 Regression: Appears to be interaction between the use of discard, and the two nested functions in the second file. Removal of discard statement prevents crash. Removal of File1.fs prevents crash. Crash still occurs if functions from file1 are called inside main(). Crash was regressed from larger shader crash in Slicer's VTK volume renderer, which crashes that application. In regressing, some related crashes report: Fatal error C9999: Nested functions, aborting! Cg compiler terminated due to fatal error Notes: Crash does not appear to terminate application when forcing use of intel graphics on Macbook Pro. |
|
(0021843) François Bertel (developer) 2010-08-19 10:05 |
First time Apple even answers the bug report on August 18 2010, to ask about a full System Profiler Report. Note: the full report can be created with the GUI: 1. Launch the System Profiler application ("About This Mac"->"More Info"). 2. View > Full Profile->Save 3. Keep the format as 'System Profile'->Save or with the command line: $ /usr/sbin/system_profiler -detailLevel full -xml >myreport.spx |
|
(0021848) François Bertel (developer) 2010-08-19 12:22 |
Even after the Snow Leopard Graphics Update, the bug is still there. http://support.apple.com/kb/HT4286 [^] |
|
(0029462) Julien Finet (developer) 2012-10-20 00:06 |
Now works with the following configuration: GL_VENDOR = NVIDIA Corporation GL_VERSION = 2.1 NVIDIA-8.0.61 SHADING_LANGUAGE_VERSION = 1.20 |
|
(0037173) Kitware Robot (administrator) 2016-08-12 09:55 |
Resolving issue as `moved`. This issue tracker is no longer used. Further discussion of this issue may take place in the current VTK Issues page linked in the banner at the top of this page. |
| Notes |
| Issue History | |||
| Date Modified | Username | Field | Change |
| 2010-05-14 15:22 | François Bertel | New Issue | |
| 2010-05-14 15:23 | François Bertel | Status | backlog => tabled |
| 2010-05-14 15:23 | François Bertel | Assigned To | => François Bertel |
| 2010-05-14 15:42 | François Bertel | Note Added: 0020744 | |
| 2010-05-14 16:09 | François Bertel | Note Added: 0020745 | |
| 2010-05-14 16:09 | François Bertel | File Added: mac_output.txt | |
| 2010-05-14 16:09 | François Bertel | File Added: linux_output.txt | |
| 2010-05-14 16:10 | François Bertel | File Added: windows_output.txt | |
| 2010-06-16 14:33 | François Bertel | Note Added: 0021031 | |
| 2010-06-18 10:19 | François Bertel | Note Added: 0021088 | |
| 2010-06-22 13:17 | François Bertel | Note Added: 0021124 | |
| 2010-07-12 12:05 | François Bertel | Note Added: 0021357 | |
| 2010-08-06 10:34 | François Bertel | Note Added: 0021688 | |
| 2010-08-19 10:05 | François Bertel | Note Added: 0021843 | |
| 2010-08-19 12:22 | François Bertel | Note Added: 0021848 | |
| 2010-09-07 13:43 | François Bertel | Assigned To | François Bertel => |
| 2011-06-16 13:11 | Zack Galbreath | Category | => (No Category) |
| 2012-10-20 00:06 | Julien Finet | Note Added: 0029462 | |
| 2016-08-12 09:55 | Kitware Robot | Note Added: 0037173 | |
| 2016-08-12 09:55 | Kitware Robot | Status | expired => closed |
| 2016-08-12 09:55 | Kitware Robot | Resolution | open => moved |
| 2016-08-12 09:55 | Kitware Robot | Assigned To | => Kitware Robot |
| Issue History |
| Copyright © 2000 - 2018 MantisBT Team |