luc4
Posts: 49
Joined: Mon Nov 12, 2012 12:28 am

Stencil buffer and depth buffer

Tue Oct 15, 2019 11:20 am

Hello! I built Qt libraries to work on drm/fkms. I tried to run applications that runs properly on any pi on the old gles2 driver on dispmanx, and I'm getting this:

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Warning: Setting a new default format with a different version or profile after the global shared context is created may cause issues with context sharing.
QSGContext::initialize: depth buffer support missing, expect rendering errors
QSGContext::initialize: stencil buffer support missing, expect rendering errors
Is this correct or maybe there is something wrong in my env/Qt build? Is there really no support on fkms for depth and stencil buffers?
Thanks.

EDIT: This is more precisely what Qt reports:

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qt.scenegraph.general: threaded render loop
qt.scenegraph.general: Using sg animation driver
qt.scenegraph.general: Animation Driver: using vsync: 16.67 ms
qt.scenegraph.general: Using sg animation driver
qt.scenegraph.general: Animation Driver: using vsync: 16.67 ms
QSGContext::initialize: depth buffer support missing, expect rendering errors
QSGContext::initialize: stencil buffer support missing, expect rendering errors
qt.scenegraph.general: texture atlas dimensions: 2048x2048
qt.scenegraph.general: R/G/B/A Buffers:   8 8 8 8
qt.scenegraph.general: Depth Buffer:      0
qt.scenegraph.general: Stencil Buffer:    0
qt.scenegraph.general: Samples:           0
qt.scenegraph.general: GL_VENDOR:         Broadcom
qt.scenegraph.general: GL_RENDERER:       VC4 V3D 2.1
qt.scenegraph.general: GL_VERSION:        OpenGL ES 2.0 Mesa 19.2.0-rc1
qt.scenegraph.general: GL_EXTENSIONS:     GL_AMD_performance_monitor GL_APPLE_texture_max_level GL_EXT_blend_minmax GL_EXT_compressed_ETC1_RGB8_sub_texture GL_EXT_discard_framebuffer GL_EXT_draw_buffers GL_EXT_draw_elements_base_vertex GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_multi_draw_arrays GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_texture_border_clamp GL_EXT_texture_format_BGRA8888 GL_EXT_unpack_subimage GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_tile_raster_order GL_NV_draw_buffers GL_NV_fbo_color_attachments GL_NV_read_buffer GL_NV_read_depth GL_NV_read_depth_stencil GL_NV_read_stencil GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_depth_texture GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_required_internalformat GL_OES_rgb8_rgba8 GL_OES_stencil8 GL_OES_surfaceless_context GL_OES_texture_3D GL_OES_texture_border_clamp GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float
qt.scenegraph.general: Max Texture Size: 2048
qt.scenegraph.general: Debug context:    false

luc4
Posts: 49
Joined: Mon Nov 12, 2012 12:28 am

Re: Stencil buffer and depth buffer

Sat Oct 26, 2019 10:09 am

I listed all the configurations in EGL and proper configurations including stencil and depth buffers exist. So the problem was somehow only related to Qt. Fixed setting the proper surface format explicitly.

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