Dnia poniedziałek, 21 marca 2011, napisałeś(aś):
You should try to figure out why blit_priv is NULL. That's the real issue.
I wish to know, where to search. But my patch prevent crash if blit_priv is NULL form some reason. This is best place I found to fallback to software.
What drivers are you using?
Binary NVIDIA on GF Ti4200
Do they support arb fragment program?
Im not sure, it is OGL 1.5.8 but with these extensions available (only revelant part): GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_NV_register_combiners, GL_NV_register_combiners2, GL_NV_texture_env_combine4, GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_vertex_program, GL_NV_vertex_program1_1
For sure hardware support vertex and fragment 1.X.
Right now we may still call arbfp_blit_surface when the extension isn't around (was working on this a year ago, haven't had time since then :( ), this could explain why there is no priv_data since in ffp_blit_alloc we don't do any allocation.
I can't help with that, for now we can print FIXME when blit_priv is NULL so this situation is not forget.