From: John Stone (johns_at_ks.uiuc.edu)
Date: Tue Apr 17 2007 - 14:43:58 CDT

Hi Luis,
  The video driver's internal GLSL compiler error is something that you'll
need to report to the NVIDIA support web site, as that shouldn't be occuring
even on an older card. As I mentioned before, the Quadro NVS series cards
aren't really intended for heavy 3-D use, they are primarily meant for
multi-screen business applications, so you'd be much better served by one
of the recent GeForce cards, as far as using VMD goes. When we've had
machines that came with free Quadro NVS 28x cards, we immediately pulled
them out and replaced them with GeForce or Quadro FX cards.

  John Stone
  vmd_at_ks.uiuc.edu

On Mon, Apr 16, 2007 at 04:40:35PM -0600, Luis Rosales wrote:
> Thanks John,
>
> :O I forgot to mention the small detail of the OS.... :P
>
> I did the test with the variable VMDGLSLVERBOSE turned on, this was the
> output:
>
> Info) Free system memory: 417MB (40%)
> Info) OpenGL renderer: Quadro NVS 285/PCI/SSE2/3DNOW!
> Info) Features: STENCIL MDE CVA MTX NPOT PP PS GLSL(OVF)
> Info) OpenGL shader linkage log:
> Info) Vertex info
> Info) -----------
> Info) Internal error: assembly compile error for vertex shader at offset
> 4086:
> Info) -- error message --
> Info) line 107, column 13: error: invalid operand variable
> Info) line 109, column 13: error: invalid operand variable
> Info) line 111, column 13: error: invalid operand variable
> Info) line 113, column 29: error: invalid operand variable
> Info) -- internal assembly text --
> Info) !!ARBvp1.0
> Info) OPTION NV_vertex_program3;
> Info) # cgc version 1.5.0000, build date Mar 17 2006 13:36:53
> Info) # command line args:
> Info) #vendor NVIDIA Corporation
> Info) #version 1.0.02
> Info) #profile vp40
> Info) #program main
> Info) #semantic gl_ModelViewMatrix
> Info) #semantic gl_ModelViewProjectionMatrix
> Info) #semantic gl_NormalMatrix
> Info) #semantic gl_EyePlaneS
> Info) #semantic gl_EyePlaneT
> Info) #semantic gl_EyePlaneR
> Info) #semantic gl_EyePlaneQ
> Info) #semantic vmdprojectionmode
> Info) #semantic vmdtexturemode
> Info) #semantic gl_ClipPlane
> Info) #var float4 gl_Color : $vin.COLOR0 : COLOR0 : -1 : 1
> Info) #var float3 gl_Normal : $vin.NORMAL : NORMAL : -1 : 1
> Info) #var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
> Info) #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
> Info) #var float4 gl_TexCoord[0] : $vout.TEX0 : TEX0 : -1 : 1
> Info) #var float4 gl_TexCoord[1] : : : -1 : 0
> Info) #var float4 gl_TexCoord[2] : : : -1 : 0
> Info) #var float4 gl_TexCoord[3] : : : -1 : 0
> Info) #var float4 gl_TexCoord[4] : : : -1 : 0
> Info) #var float4 gl_TexCoord[5] : : : -1 : 0
> Info) #var float4 gl_TexCoord[6] : : : -1 : 0
> Info) #var float4 gl_TexCoord[7] : : : -1 : 0
> Info) #var float gl_FogFragCoord : $vout.FOGC : FOGC : -1 : 1
> Info) #var float4x4 gl_ModelViewMatrix : : c[0], 4 : -1 : 1
> Info) #var float4x4 gl_ModelViewProjectionMatrix : : c[4], 4 : -1 : 1
> Info) #var float3x3 gl_NormalMatrix : : c[8], 3 : -1 : 1
> Info) #var float4 gl_EyePlaneS[0] : : c[23] : -1 : 1
> Info) #var float4 gl_EyePlaneS[1] : : : -1 : 0
> Info) #var float4 gl_EyePlaneS[2] : : : -1 : 0
> Info) #var float4 gl_EyePlaneS[3] : : : -1 : 0
> Info) #var float4 gl_EyePlaneS[4] : : : -1 : 0
> Info) #var float4 gl_EyePlaneS[5] : : : -1 : 0
> Info) #var float4 gl_EyePlaneS[6] : : : -1 : 0
> Info) #var float4 gl_EyePlaneS[7] : : : -1 : 0
> Info) #var float4 gl_EyePlaneT[0] : : c[22] : -1 : 1
> Info) #var float4 gl_EyePlaneT[1] : : : -1 : 0
> Info) #var float4 gl_EyePlaneT[2] : : : -1 : 0
> Info) #var float4 gl_EyePlaneT[3] : : : -1 : 0
> Info) #var float4 gl_EyePlaneT[4] : : : -1 : 0
> Info) #var float4 gl_EyePlaneT[5] : : : -1 : 0
> Info) #var float4 gl_EyePlaneT[6] : : : -1 : 0
> Info) #var float4 gl_EyePlaneT[7] : : : -1 : 0
> Info) #var float4 gl_EyePlaneR[0] : : c[21] : -1 : 1
> Info) #var float4 gl_EyePlaneR[1] : : : -1 : 0
> Info) #var float4 gl_EyePlaneR[2] : : : -1 : 0
> Info) #var float4 gl_EyePlaneR[3] : : : -1 : 0
> Info) #var float4 gl_EyePlaneR[4] : : : -1 : 0
> Info) #var float4 gl_EyePlaneR[5] : : : -1 : 0
> Info) #var float4 gl_EyePlaneR[6] : : : -1 : 0
> Info) #var float4 gl_EyePlaneR[7] : : : -1 : 0
> Info) #var float4 gl_EyePlaneQ[0] : : c[20] : -1 : 1
> Info) #var float4 gl_EyePlaneQ[1] : : : -1 : 0
> Info) #var float4 gl_EyePlaneQ[2] : : : -1 : 0
> Info) #var float4 gl_EyePlaneQ[3] : : : -1 : 0
> Info) #var float4 gl_EyePlaneQ[4] : : : -1 : 0
> Info) #var float4 gl_EyePlaneQ[5] : : : -1 : 0
> Info) #var float4 gl_EyePlaneQ[6] : : : -1 : 0
> Info) #var float4 gl_EyePlaneQ[7] : : : -1 : 0
> Info) #var int vmdprojectionmode : : c[17] : -1 : 1
> Info) #var float3 oglnormal : $vout.TEX1 : TEX1 : -1 : 1
> Info) #var float3 V : $vout.TEX3 : TEX3 : -1 : 1
> Info) #var int vmdtexturemode : : c[19] : -1 : 1
> Info) #var float3 oglcolor : $vout.TEX2 : TEX2 : -1 : 1
> Info) #var float4 gl_ClipPlane[0] : : c[11] : -1 : 1
> Info) #var float4 gl_ClipPlane[1] : : c[12] : -1 : 1
> Info) #var float4 gl_ClipPlane[2] : : c[13] : -1 : 1
> Info) #var float4 gl_ClipPlane[3] : : c[14] : -1 : 1
> Info) #var float4 gl_ClipPlane[4] : : c[15] : -1 : 1
> Info) #var float4 gl_ClipPlane[5] : : c[16] : -1 : 1
> Info) #var float4 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1
> Info) #var float4 gl_ClipCoord[1] : $vout.CLP1 : CLP1 : -1 : 1
> Info) #var float4 gl_ClipCoord[2] : $vout.CLP2 : CLP2 : -1 : 1
> Info) #var float4 gl_ClipCoord[3] : $vout.CLP3 : CLP3 : -1 : 1
> Info) #var float4 gl_ClipCoord[4] : $vout.CLP4 : CLP4 : -1 : 1
> Info) #var float4 gl_ClipCoord[5] : $vout.CLP5 : CLP5 : -1 : 1
> Info) #const c[18] = 1 0 -1
> Info) PARAM c[24] = { program.local[0..17],
> Info) { 1, 0, -1 },
> Info) program.local[19..23] };
> Info) TEMP R0;
> Info) TEMP R1;
> Info) TEMP R2;
> Info) TEMP CC;
> Info) BB1:
> Info) MUL R0, vertex.position.y, c[1];
> Info) MAD R0, vertex.position.x, c[0], R0;
> Info) MAD R0, vertex.position.z, c[2], R0;
> Info) MAD R0, vertex.position.w, c[3], R0;
> Info) RCP R1.x, R0.w;
> Info) MUL R1.xyz, R0, R1.x;
> Info) DP3 R1.w, R1, R1;
> Info) RSQ R2.x, R1.w;
> Info) MOV R1.w, c[18].x;
> Info) SEQC CC.x, c[17], R1.w;
> Info) MOV result.texcoord[3].xyz, c[18].yyzw;
> Info) MUL result.texcoord[3].xyz(NE.x), R2.x, R1;
> Info) MUL R2, vertex.position.y, c[5];
> Info) MOVC CC.x, c[19];
> Info) MOV R1.z, result.texcoord[0].y;
> Info) DP4 R1.z(NE.x), R0, c[22];
> Info) MOV R1.x, result.texcoord[0].w;
> Info) DP4 R1.x(NE), R0, c[20];
> Info) MOV R1.y, result.texcoord[0].z;
> Info) DP4 R1.y(NE.x), R0, c[21];
> Info) MOV result.texcoord[0].x, result.texcoord[0];
> Info) DP4 result.texcoord[0].x(NE), R0, c[23];
> Info) MOV result.texcoord[0].w, R1.x;
> Info) MOV result.texcoord[0].z, R1.y;
> Info) MOV result.texcoord[0].y, R1.z;
> Info) MUL R1.xyz, vertex.normal.y, c[9];
> Info) MAD R1.xyz, vertex.normal.x, c[8], R1;
> Info) MAD R1.xyz, vertex.normal.z, c[10], R1;
> Info) DP4 result.clip[0].x, R0, c[11];
> Info) DP4 result.clip[1].x, R0, c[12];
> Info) DP4 result.clip[2].x, R0, c[13];
> Info) DP4 result.clip[3].x, R0, c[14];
> Info) DP4 result.clip[4].x, R0, c[15];
> Info) DP4 result.clip[5].x, R0, c[16];
> Info) DP3 R0.x, R1, R1;
> Info) RSQ R0.x, R0.x;
> Info) MAD R2, vertex.position.x, c[4], R2;
> Info) MUL result.texcoord[1].xyz, R0.x, R1;
> Info) MAD R1, vertex.position.z, c[6], R2;
> Info) MOV result.fogcoord.x, |R0.z|;
> Info) MAD result.position, vertex.position.w, c[7], R1;
> Info) MOV result.texcoord[2].xyz, vertex.color;
> Info) END
> Info) # 42 instructions, 3 R-regs
> Warning) GPU driver failed to compile shader:
> Warning) C:/Proteins/VMD//shaders/vmd
> Warning) This GPU/driver is buggy, or doesn't fully implement GLSL.
> Warning) Set environment variable VMDGLSLVERBOSE for more info.
> Info) GLSL rendering mode is NOT available.
> Info) Textures: 2-D (4096x4096), 3-D (512x512x512), Multitexture (4)
> Info) Spaceball driver not installed. Spaceball interface disabled.
>
> ----------------------
> Im not sure if the problem is the gl_FrontFacing attribute as it is
> not mentioned on the output...
> --
> ---------------------------------------------------
> Dr. Luis Rosales León
> Departamento de Visualización Científica
> Dirección General de Servicios de Cómputo Académico
> Universidad Nacional Autonoma de México
> AP 70228, Cd. Universitaria
> México, D.F. 04510
> Tel: 56228582
> Fax: 56228043
> ---------------------------------------------------

-- 
NIH Resource for Macromolecular Modeling and Bioinformatics
Beckman Institute for Advanced Science and Technology
University of Illinois, 405 N. Mathews Ave, Urbana, IL 61801
Email: johns_at_ks.uiuc.edu                 Phone: 217-244-3349
  WWW: http://www.ks.uiuc.edu/~johns/      Fax: 217-244-6078