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Soma will not start, 4.0.10188 Compatibility Profile Context
Helm Offline
Junior Member

Posts: 7
Threads: 2
Joined: Sep 2015
Reputation: 0
#1
Solved: 8 Years, 1 Month ago Soma will not start, 4.0.10188 Compatibility Profile Context

Hi,

I'm having trouble playing Soma as the screen comes up black and I get the message that soma.exe is not working.

I've read https://www.frictionalgames.com/forum/thread-30644.html and gone through it point by point. My graphics card should be compatible according to the thread as Version shows a 4.0.10188 Compatibility Profile Context.

I do have a dedicated AMD and an integrated Intel HD graphics card and I know that the troubleshooting thread says that the Intel graphics card will be used by the game and will fail. However, my hpl.log file shows that the ATI card is bring used by the game, not the Intel card (even when I don't disable the Intel card manually). Moreover, I saw that it should not be possible to use a dedicated AMD and an integrated Intel HD graphics card to play Amnesia but my laptop handled that just fine.

Do you have any advice?
09-23-2015, 06:19 PM
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jens Offline
Frictional Games

Posts: 4,093
Threads: 199
Joined: Apr 2006
Reputation: 202
#2
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

Do you get a hpl.log in Documents/My Games/SOMA/ ?
09-23-2015, 07:46 PM
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Funman Offline
Member

Posts: 53
Threads: 10
Joined: Apr 2011
Reputation: 0
#3
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

I'm having basically this exact same problem. I have a dedicated AMD and an integrated Intel HD graphics card, but my hpl.log file shows that the ATI card is being used by the game, not the Intel card. For whatever reason it won't let me attach the hpl.log file, but here's what it shows at the beginning:

Spoiler below!

Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: -1x-1 bpp:32 rr: 60 fs:0 ms:0 driver: 0 cap:'SOMA Loading...' posSad-1x-1)
Available drivers:
(0) - 'windows'
(1) - 'dummy'
Creating window: (-1,-1) 1600 x 900 - 32 bpp flags: 3
Setting display mode: 1600 x 900 - 32 bpp 60 hz
Init Glew...OK
Setting up OpenGL
Vendor: ATI Technologies Inc.
Renderer: ATI Mobility Radeon HD 5650
Version: 4.0.10188 Compatibility Profile Context
Max texture image units: 16
Max texture coord units: 16
Max texture buffer size: 268435456
Max texture array slices: 8192
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Texture compression 3DC: 1
Texture sRGB: 1
Geometry Instancing: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 4.00
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
Max vertex uniforms: 4096
Max fragment uniforms: 1024
OGL ATIFragmentShader: 1
Tesselation: 0
MultiBindTex: 0
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Skybox - Fragment Shader
[0007] //
[0008] // samples a cubemap skybox
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012]
[0013] layout(binding = 0) uniform samplerCube aSkyMap;
[0014]
[0015] in vec4 px_vPosition;
[0016] in vec4 px_vTexCoord0;
[0017] in vec4 px_vColor;
[0018] layout(location = 0) out vec4 out_vColor;
[0019]
[0020] void main()
[0021] {
[0022] vec4 px_vPosition = gl_FragCoord;
[0023] bool px_bFrontFacing = gl_FrontFacing;
[0024] int px_lPrimitiveID = gl_PrimitiveID;
[0025]
[0026]
[0027] vec4 vFinalColor;
[0028]
[0029] ////////////////////
[0030] //Diffuse
[0031] vFinalColor = texture(aSkyMap, px_vTexCoord0.xyz);
[0032]
[0033] //Convert color to linear space if needed
[0034]
[0035] vFinalColor.rgb = pow(vFinalColor.rgb, vec3(2.2));
[0036]
[0037]
[0038]
[0039] // Multiply with 8.0 to increase precision
---------------------
Compile log:
---------------------
Fragment shader failed to compile with the following errors:
WARNING: 0:4: warning(#62) enable/warn/disable extension isn't found, extension 'GL_ARB_shading_language_420pack' is not supported
ERROR: 0:13: error(#279) Invalid layout qualifier 'binding'
ERROR: error(#273) 1 compilation errors. No code generated


09-23-2015, 08:28 PM
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Helm Offline
Junior Member

Posts: 7
Threads: 2
Joined: Sep 2015
Reputation: 0
#4
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

Sorry, I thought I had uploaded my .log file with the last post. It doesn't seem to be uploading with this one either, so I'll post the start of the file. Please let me know if any other section would help.

Loading data from cloud storage
--------------------------------------------------------
Files on steam cloud:
No could files found!
Time: 0
--------------------------------------------------------

Version 1.01
-------- THE HPL ENGINE LOG ------------
Creating Engine Modules
--------------------------------------------------------
Creating job manager with 3 threads and 1024 jobs
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
Creating script module
Creating lipsync module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: -1x-1 bpp:32 rr: 60 fs:0 ms:0 driver: 0 cap:'SOMA Loading...' posSad-1x-1)
Available drivers:
(0) - 'windows'
(1) - 'dummy'
Creating window: (-1,-1) 1366 x 768 - 32 bpp flags: 3
Setting display mode: 1366 x 768 - 32 bpp 60 hz
Init Glew...OK
Setting up OpenGL
Vendor: ATI Technologies Inc.
Renderer: ATI Mobility Radeon HD 5470
Version: 4.0.10188 Compatibility Profile Context
Max texture image units: 16
Max texture coord units: 16
Max texture buffer size: 268435456
Max texture array slices: 8192
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Texture compression 3DC: 1
Texture sRGB: 1
Geometry Instancing: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 4.00
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
Max vertex uniforms: 4096
Max fragment uniforms: 1024
OGL ATIFragmentShader: 1
Tesselation: 0
MultiBindTex: 0
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Skybox - Fragment Shader
[0007] //
[0008] // samples a cubemap skybox
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012]
[0013] layout(binding = 0) uniform samplerCube aSkyMap;
[0014]
[0015] in vec4 px_vPosition;
[0016] in vec4 px_vTexCoord0;
[0017] in vec4 px_vColor;
[0018] layout(location = 0) out vec4 out_vColor;
[0019]
[0020] void main()
[0021] {
[0022] vec4 px_vPosition = gl_FragCoord;
[0023] bool px_bFrontFacing = gl_FrontFacing;
[0024] int px_lPrimitiveID = gl_PrimitiveID;
[0025]
[0026]
[0027] vec4 vFinalColor;
[0028]
[0029] ////////////////////
[0030] //Diffuse
[0031] vFinalColor = texture(aSkyMap, px_vTexCoord0.xyz);
[0032]
[0033] //Convert color to linear space if needed
[0034]
[0035] vFinalColor.rgb = pow(vFinalColor.rgb, vec3(2.2));
[0036]
[0037]
[0038]
[0039] // Multiply with 8.0 to increase precision
---------------------
Compile log:
---------------------
Fragment shader failed to compile with the following errors:
WARNING: 0:4: warning(#62) enable/warn/disable extension isn't found, extension 'GL_ARB_shading_language_420pack' is not supported
ERROR: 0:13: error(#279) Invalid layout qualifier 'binding'
ERROR: error(#273) 1 compilation errors. No code generated
09-23-2015, 08:39 PM
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jens Offline
Frictional Games

Posts: 4,093
Threads: 199
Joined: Apr 2006
Reputation: 202
#5
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

It has problems with the shaders. Can you update the drivers for the graphics card by downloading the latest from amd.com?
09-23-2015, 08:59 PM
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Helm Offline
Junior Member

Posts: 7
Threads: 2
Joined: Sep 2015
Reputation: 0
#6
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

(09-23-2015, 08:59 PM)jens Wrote: It has problems with the shaders. Can you update the drivers for the graphics card by downloading the latest from amd.com?

I already did I'm afraid Sad The drivers were the appropriate ones from the AMD website and dated from August 2015.
09-23-2015, 09:09 PM
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Slice
Unregistered

 
#7
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

I'm having the same problem, exact same set of AMD Graphics cards. When you guys go to update the drivers you may get a failure message. You have to uninstall the 2010 C++ the comes with windows 7. The C++ version that comes with the drivers will then fully install. After all that, my drivers are up to date now and still, the game is crashing. Here's a copy of my log:

Creating lipsync module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: -1x-1 bpp:32 rr: 60 fs:0 ms:0 driver: 0 cap:'SOMA Loading...' posSad-1x-1)
Available drivers:
(0) - 'windows'
(1) - 'dummy'
Creating window: (-1,-1) 1920 x 1080 - 32 bpp flags: 3
Setting display mode: 1920 x 1080 - 32 bpp 60 hz
Init Glew...OK
Setting up OpenGL
Vendor: ATI Technologies Inc.
Renderer: AMD (ATI) FirePro M8900 (FireGL) Mobility Pro Graphics
Version: 4.1.10792 Compatibility Profile Context FireGL
Max texture image units: 16
Max texture coord units: 16
Max texture buffer size: 268435456
Max texture array slices: 8192
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Texture compression 3DC: 1
Texture sRGB: 1
Geometry Instancing: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 4.10
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
Max vertex uniforms: 16384
Max fragment uniforms: 16384
OGL ATIFragmentShader: 1
Tesselation: 1
MultiBindTex: 0
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Skybox - Fragment Shader
[0007] //
[0008] // samples a cubemap skybox
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012]
[0013] layout(binding = 0) uniform samplerCube aSkyMap;
[0014]
[0015] in vec4 px_vPosition;
[0016] in vec4 px_vTexCoord0;
[0017] in vec4 px_vColor;
[0018] layout(location = 0) out vec4 out_vColor;
[0019]
[0020] void main()
[0021] {
[0022] vec4 px_vPosition = gl_FragCoord;
[0023] bool px_bFrontFacing = gl_FrontFacing;
[0024] int px_lPrimitiveID = gl_PrimitiveID;
[0025]
[0026]
[0027] vec4 vFinalColor;
[0028]
[0029] ////////////////////
[0030] //Diffuse
[0031] vFinalColor = texture(aSkyMap, px_vTexCoord0.xyz);
[0032]
[0033] //Convert color to linear space if needed
[0034]
[0035] vFinalColor.rgb = pow(vFinalColor.rgb, vec3(2.2));
[0036]
[0037]
[0038]
[0039] // Multiply with 8.0 to increase precision
---------------------
Compile log:
---------------------
Fragment shader failed to compile with the following errors:
WARNING: 0:4: warning(#62) enable/warn/disable extension isn't found, extension 'GL_ARB_shading_language_420pack' is not supported
ERROR: 0:13: error(#279) Invalid layout qualifier 'binding'
ERROR: error(#273) 1 compilation errors. No code generated

---------------------
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Heat map a greyscale value
[0007] //
[0008] // A basic fragment with little fancy stuff.
[0009] ////////////////////////////////////////////////////////
[0010]
[0011] //////////////
[0012] // TEXTURES
[0013] layout(binding = 0) uniform sampler2D aComplexityMap;
[0014] layout(binding = 1) uniform sampler2D aSceneMap;
[0015]
[0016] in vec4 px_vPosition;
[0017] in vec4 px_vTexCoord0;
[0018] layout(location = 0) out vec4 out_vColor;
[0019]
[0020] void main()
[0021] {
[0022] vec4 px_vPosition = gl_FragCoord;
[0023] bool px_bFrontFacing = gl_FrontFacing;
[0024] int px_lPrimitiveID = gl_PrimitiveID;
[0025]
[0026]
[0027] float fComplexity = texture(aComplexityMap, px_vTexCoord0.xy).x;
[0028] vec4 vColor = texture(aSceneMap, px_vTexCoord0.xy);
[0029]
[0030] vec4 vFinalColor = vec4(0,0,0,0.5);
[0031]
[0032] if(fComplexity > 1e-4f)
[0033] {
[0034] /////////////
[0035] // Fade from green to red, where green is good and red is bad
[0036] vFinalColor = mix(vec4(0,1,0,0), vec4(1, 0, 0, 0), min(1, fComplexity));
[0037]
[0038] float fLength = length(vFinalColor);
[0039] vFinalColor /= fLength;
[0040]
[0041] vFinalColor = vFinalColor * vFinalColor;
[0042] vFinalColor *= 8.0f;
[0043]
[0044] vFinalColor.a = 0.1 + fComplexity * 0.75f;
[0045] }
[0046]
---------------------
Compile log:
---------------------
Fragment shader failed to compile with the following errors:
WARNING: 0:4: warning(#62) enable/warn/disable extension isn't found, extension 'GL_ARB_shading_language_420pack' is not supported
ERROR: 0:13: error(#279) Invalid layout qualifier 'binding'
ERROR: 0:14: error(#279) Invalid layout qualifier 'binding'
ERROR: error(#273) 2 compilation errors. No code generated

---------------------
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Light Box - Fragment Shader
[0007] //
[0008] // Fragment program to draw a light box.
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012]
[0013]
[0014]
[0015] // BACKWARD COMBATABLITY FOR NOW
[0016]
[0017]
[0018]
[0019]
[0020]
[0021]
[0022]
[0023]
[0024]
[0025]
[0026]
[0027]
[0028]
[0029]
[0030]
[0031]
[0032]
[0033]
[0034]
[0035]
[0036]
[0037]
[0038]
[0039]
[0040]
[0041]
[0042]
[0043]
[0044]
[0045]
[0046]
[0047] ////////////////////
[0048] //Textures
[0049] layout(binding = 0) uniform sampler2D aDiffuseMap;
[0050] layout(binding = 1) uniform sampler2D aNormalMap;
[0051] layout(binding = 2) uniform sampler2D aSpecularMap;
[0052]
[0053] ////////////////////
[0054] //Uniform varaibles
[0055] uniform vec3 avAmbientColorSky;
[0056] uniform vec3 avAmbientColorGround;
[0057]
[0058] uniform vec4 avScreenToFarPlane;
[0059] uniform float afNegFarPlane;
[0060] uniform vec2 avInvScreenSize;
[0061]
[0062] uniform vec3 avBoxCenter;
[0063] uniform vec3 avBoxExtent;
[0064] uniform float afFalloff;
[0065] uniform float afBevel;
[0066] uniform float afWeight;
[0067]
[0068] uniform vec3 avViewSpaceUp;
[0069]
[0070] uniform mat4 a_mtxInvView;
[0071] uniform vec3 avBand[9];
[0072]
[0073]
[0074] uniform vec4 avFogColor;
[0075]
[0076]
[0077]
[0078]
[0079] in vec4 px_vPosition;
[0080] in vec4 px_vTexCoord0;
[0081] layout(location = 0) out vec4 out_vColor;
[0082]
[0083] void main()
[0084] {
[0085] vec4 px_vPosition = gl_FragCoord;
[0086] bool px_bFrontFacing = gl_FrontFacing;
[0087] int px_lPrimitiveID = gl_PrimitiveID;
[0088]
[0089]
[0090] vec2 vMapCoords = px_vPosition.xy * avInvScreenSize;
[0091] vec4 vColorVal = texture(aDiffuseMap, vMapCoords);
[0092] vec4 vNormalVal = texture(aNormalMap, vMapCoords);
[0093]
[0094]
[0095] float fDepth = vNormalVal.w;
[0096] vec3 vPos = vec3(px_vPosition.xy * avScreenToFarPlane.xy + avScreenToFarPlane.zw, afNegFarPlane) * fDepth;
[0097] vec3 vWorldView = ((a_mtxInvView) * (vec4(vPos, 0.0))).xyz;
[0098] vec3 vBox = (avBoxCenter - vWorldView) / avBoxExtent;
[0099]
[0100] //Convert color to linear space if needed
[0101]
[0102]
[0103] /////////////////////////////////
[0104] //Unpack normal and normalize (if needed)
[0105] vec3 vNormal = vNormalVal.xyz;
[0106]
[0107] ///////////////////////////////
[0108] // Calculate color, multiply with 8.0 to increase precision
[0109] float fUpAmount = dot( avViewSpaceUp, vNormal.xyz)*0.5 + 0.5;
[0110] vec3 vLightColor = mix(avAmbientColorGround, avAmbientColorSky, fUpAmount);
[0111]
[0112]
[0113] out_vColor.xyz = vColorVal.xyz * vLightColor * 8.0;
[0114]
[0115]
[0116] out_vColor.xyz *= avFogColor.xyz;
[0117]
[0118]
[0119]
[0120]
[0121] ////////////////
[0122] // Falloff
[0123] vBox = abs(vBox);
[0124]
[0125] //////////////
[0126] // Get the spherical and box falloff
[0127] float fSphereFalloff = length(vBox);
[0128]
[0129] vBox = max(vec3(0.0), vec3(1.0) - vBox);
[0130] vec3 vBoxFalloff = vec3(1.0) / vBox;
[0131] float fBoxFalloff = sqrt(1.0 / (vBoxFalloff.x + vBoxFalloff.y + vBoxFalloff.y));
[0132] float fCutoff = min(min(vBox.x, vBox.y), vBox.z);
[0133]
[0134] //////////
[0135] // Perform smoothstep and add spherical and box togehter
[0136] float fBevel = sqrt(mix(3.0, 1.0, afBevel));
[0137] vec3 vFalloff = smoothstep(vec3(0.0, 0.0, fBevel),
[0138] vec3(1.0, 0.125, 0.0), vec3(fBoxFalloff, fCutoff, fSphereFalloff));
[0139] vFalloff.xz *= vFalloff.xz;
[0140]
[0141] float fWeight = vFalloff.x * vFalloff.y * vFalloff.z;
[0142] float fFalloff = pow(fWeight, afFalloff+1e-5f) * afWeight;
[0143]
[0144]
[0145] out_vColor.xyz *= fFalloff * fFalloff;
[0146] out_vColor.w = fFalloff;
[0147]
[0148]
[0149]
[0150] }
[0151]
---------------------
Compile log:
---------------------
Fragment shader failed to compile with the following errors:
WARNING: 0:4: warning(#62) enable/warn/disable extension isn't found, extension 'GL_ARB_shading_language_420pack' is not supported
ERROR: 0:49: error(#279) Invalid layout qualifier 'binding'
ERROR: 0:50: error(#279) Invalid layout qualifier 'binding'
ERROR: 0:51: error(#279) Invalid layout qualifier 'binding'
ERROR: error(#273) 3 compilation errors. No code generated

---------------------
ERROR: Failed to compile GLSL shader ''!
Shader code:
09-23-2015, 09:11 PM
User
Unregistered

 
#8
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

The same is happening here. All drivers are up to date and I've verified file integrity on Steam.
Here's a copy of my hpl.log file:


Loading data from cloud storage
--------------------------------------------------------
Files on steam cloud:
No could files found!
Time: 0
--------------------------------------------------------

Version 1.00
-------- THE HPL ENGINE LOG ------------
Creating Engine Modules
--------------------------------------------------------
Creating job manager with 7 threads and 1024 jobs
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
Creating script module
Creating lipsync module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: -1x-1 bpp:32 rr: 60 fs:0 ms:0 driver: 0 cap:'SOMA Loading...' pos:(-1x-1)
Available drivers:
(0) - 'windows'
(1) - 'dummy'
Creating window: (-1,-1) 1920 x 1080 - 32 bpp flags: 3
Setting display mode: 1920 x 1080 - 32 bpp 60 hz
Init Glew...OK
Setting up OpenGL
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 5800 Series
Version: 4.0.9901 Compatibility Profile Context
Max texture image units: 16
Max texture coord units: 16
Max texture buffer size: 268435456
Max texture array slices: 8192
Max user clip planes: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Texture compression 3DC: 1
Texture sRGB: 1
Geometry Instancing: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 4.00
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
Max vertex uniforms: 4096
Max fragment uniforms: 1024
OGL ATIFragmentShader: 1
Tesselation: 0
MultiBindTex: 0
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Skybox - Fragment Shader
[0007] //
[0008] // samples a cubemap skybox
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012]
[0013] layout(binding = 0) uniform samplerCube aSkyMap;
[0014]
[0015] in vec4 px_vPosition;
[0016] in vec4 px_vTexCoord0;
[0017] in vec4 px_vColor;
[0018] layout(location = 0) out vec4 out_vColor;
[0019]
[0020] void main()
[0021] {
[0022] vec4 px_vPosition = gl_FragCoord;
[0023] bool px_bFrontFacing = gl_FrontFacing;
[0024] int px_lPrimitiveID = gl_PrimitiveID;
[0025]
[0026]
[0027] vec4 vFinalColor;
[0028]
[0029] ////////////////////
[0030] //Diffuse
[0031] vFinalColor = texture(aSkyMap, px_vTexCoord0.xyz);
[0032]
[0033] //Convert color to linear space if needed
[0034]
[0035] vFinalColor.rgb = pow(vFinalColor.rgb, vec3(2.2));
[0036]
[0037]
[0038]
[0039] // Multiply with 8.0 to increase precision
---------------------
Compile log:
---------------------
Fragment shader failed to compile with the following errors:
WARNING: 0:4: warning(#62) enable/warn/disable extension isn't found, extension 'GL_ARB_shading_language_420pack' is not supported
ERROR: 0:13: error(#279) Invalid layout qualifier 'binding'
ERROR: error(#273) 1 compilation errors. No code generated
09-24-2015, 06:33 AM
jens Offline
Frictional Games

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#9
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

All logs are the same thing, problem with shaders. The cards should be able to run the game and I can not think of anything else than that the drivers are either not up-to-date or corrupt somehow. Please go to http://support.amd.com/en-us/download# and search and download a driver for your OS and graphics card and then install the driver (even i you already have it). When done please check and verify that the driver really has been installed and also reboot the computer to make sure it is in use.

To make sure, you are running 64-bit Windows?
09-24-2015, 07:28 AM
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#10
Solved: 8 Years, 1 Month ago RE: Soma will not start, 4.0.10188 Compatibility Profile Context

It's working! I think the driver was corrupted. I uninstalled and reinstalled it and the game runs perfectly now, can't wait to play!

Thanks for the help!
09-24-2015, 08:04 PM




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