hey tanx fromhell for the quic reply..,
so how are the shaders being loaded ..
When i load my shader i have to explicity tell it where it is via a DMA into the FB ( local memory ) and then through the CP tell it where it is via thre indrect buffers...
my shaders are precompiled through a windows ATI (catalyst) , converted from ELF (ATI output) to something meaning ful... and then i convert these to load addresses recognised by the GPU, but yours are loaded on demand (LOD), sorry but how can you load 64 shaders (whihc i saw in the logs ) without running through an ATI compiler (for GLSL) or through an assembler (for IL)... I am using the void show_state (adapter_t *adapt) function to detect the error...
btw hte mouse response is bad , but that is thel east of the problem with the R6xxx and adeonHD driver..