problems with photoshop cs 2 and filters from nik software
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problems with photoshop cs 2 and filters from nik software
I have a little problem with cs2 and filters from nik software(colour efex and silver efex) i linux mint 10 . when I installed the filters, who by the way works fine, cs2 started to hang when using any key like alt(I cant use the clone tool) or backslash. A message apear that says dll wrong format. after that another that says that an aplication library failed to load and that the product cannot countinue, when I press ok cs 2 closes down. As long as I dont use any keys cs2 and the filter work just fine. I wonder if there is any way around this cause I really like silver efex but I need the option to use the keys. Tanks in advance!
Re: problems with photoshop cs 2 and filters from nik softwa
Wine version? If it's not the latest development release, upgrade. If it doesn't work in the latest development release, run it from a terminal and post whatever messages appear. If the log is long, use a site like pastebin and post a link here.mightymattis wrote:I have a little problem with cs2 and filters from nik software(colour efex and silver efex) i linux mint 10 . when I installed the filters, who by the way works fine, cs2 started to hang when using any key like alt(I cant use the clone tool) or backslash. A message apear that says dll wrong format. after that another that says that an aplication library failed to load and that the product cannot countinue, when I press ok cs 2 closes down. As long as I dont use any keys cs2 and the filter work just fine. I wonder if there is any way around this cause I really like silver efex but I need the option to use the keys. Tanks in advance!
http://wiki.winehq.org/FAQ#run_from_terminal
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Re: problems with photoshop cs 2 and filters from nik softwa
Hi,
I tried the nik filters and found this log when run from the command prompt:
fixme:advapi:RegisterEventSourceA ((null),"nlsX86cc"): stub
fixme:advapi:RegisterEventSourceW (L"",L"nlsX86cc"): stub
fixme:console:AttachConsole stub ffffffff
fixme:win:RegisterDeviceNotificationW (hwnd=0x50062, filter=0x32f764,flags=0x00000004) returns a fake device notification handle!
fixme:wgl:X11DRV_wglChoosePixelFormatARB unused pfAttribFList
fixme:win:EnumDisplayDevicesW ((null),0,0x32f320,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),1,0x32f320,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x32f210,0x00000000), stub!
fixme:wgl:X11DRV_wglChoosePixelFormatARB unused pfAttribFList
err:wgl:X11DRV_wglShareLists Could not share display lists, one of the contexts has been current already !
Caught a system exception!
Creating crash info file here: 'C:\users\mayank\Local Settings\Application Data\Nik Software\Silver Efex Pro 2\CrashInfo.txt'
Creating dump file here: 'C:\users\mayank\Local Settings\Application Data\Nik Software\Silver Efex Pro 2\CrashDump.dmp'
fixme:dbghelp:MiniDumpWriteDump NIY MiniDumpWithDataSegs
Dump was created successfully: yes
fixme:advapi:RegisterEventSourceA ((null),"Silver Efex Pro 2"): stub
fixme:advapi:RegisterEventSourceW (L"",L"Silver Efex Pro 2"): stub
fixme:advapi:ReportEventA (0xcafe4242,0x0001,0x0000,0xffffffff,(nil),0x0001,0x00000000,0x32e878,(nil)): stub
fixme:advapi:ReportEventW (0xcafe4242,0x0001,0x0000,0xffffffff,(nil),0x0001,0x00000000,0x3812898,(nil)): stub
err:eventlog:ReportEventW L"Silver Efex Pro 2 crashed unexpectedly.\n\nCreated a crash info file (C:\\users\\mayank\\Local Settings\\Application Data\\Nik Software\\Silver Efex Pro 2\\CrashInfo.txt).\nCreated a dump file (C:\\users\\mayank\\Local Settings\\Application Data\\Nik Software\\Silver Efex Pro 2\\CrashDump.dmp)."
fixme:advapi:DeregisterEventSource (0xcafe4242) stub
err:seh:raise_exception Unhandled exception code c0000005 flags 0 addr 0xb74ff7b6
wine client error:9: write: Bad file descriptor
I tried the nik filters and found this log when run from the command prompt:
fixme:advapi:RegisterEventSourceA ((null),"nlsX86cc"): stub
fixme:advapi:RegisterEventSourceW (L"",L"nlsX86cc"): stub
fixme:console:AttachConsole stub ffffffff
fixme:win:RegisterDeviceNotificationW (hwnd=0x50062, filter=0x32f764,flags=0x00000004) returns a fake device notification handle!
fixme:wgl:X11DRV_wglChoosePixelFormatARB unused pfAttribFList
fixme:win:EnumDisplayDevicesW ((null),0,0x32f320,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),1,0x32f320,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x32f210,0x00000000), stub!
fixme:wgl:X11DRV_wglChoosePixelFormatARB unused pfAttribFList
err:wgl:X11DRV_wglShareLists Could not share display lists, one of the contexts has been current already !
Caught a system exception!
Creating crash info file here: 'C:\users\mayank\Local Settings\Application Data\Nik Software\Silver Efex Pro 2\CrashInfo.txt'
Creating dump file here: 'C:\users\mayank\Local Settings\Application Data\Nik Software\Silver Efex Pro 2\CrashDump.dmp'
fixme:dbghelp:MiniDumpWriteDump NIY MiniDumpWithDataSegs
Dump was created successfully: yes
fixme:advapi:RegisterEventSourceA ((null),"Silver Efex Pro 2"): stub
fixme:advapi:RegisterEventSourceW (L"",L"Silver Efex Pro 2"): stub
fixme:advapi:ReportEventA (0xcafe4242,0x0001,0x0000,0xffffffff,(nil),0x0001,0x00000000,0x32e878,(nil)): stub
fixme:advapi:ReportEventW (0xcafe4242,0x0001,0x0000,0xffffffff,(nil),0x0001,0x00000000,0x3812898,(nil)): stub
err:eventlog:ReportEventW L"Silver Efex Pro 2 crashed unexpectedly.\n\nCreated a crash info file (C:\\users\\mayank\\Local Settings\\Application Data\\Nik Software\\Silver Efex Pro 2\\CrashInfo.txt).\nCreated a dump file (C:\\users\\mayank\\Local Settings\\Application Data\\Nik Software\\Silver Efex Pro 2\\CrashDump.dmp)."
fixme:advapi:DeregisterEventSource (0xcafe4242) stub
err:seh:raise_exception Unhandled exception code c0000005 flags 0 addr 0xb74ff7b6
wine client error:9: write: Bad file descriptor
Re: problems with photoshop cs 2 and filters from nik softwa
Can you post C:\users\mayank\Local Settings\Application Data\Nik Software\Silver Efex Pro 2\CrashInfo.txt ?
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Re: problems with photoshop cs 2 and filters from nik softwa
Hi,
Please find it below. I had also attached the files with my previous post.
CrashInfo.txt
--------------------------------------
Stacktrace:
silver efex pro 2 ! +0x00
silver_efex_pro_2_log.txt
-------------------------------------------------------
INFO 08:10:55.291981 ..\host_integration\standalone\main.cpp:180 Binary build from Feb 21 2011
DEBUG 08:10:55.295470 src\nik\debugext\ThreadDebugUnit.cpp:22 ThreadDebugUnit error: Cannot connect socket!
INFO 08:10:55.376979 src\nik\gui\win32\ApplicationWin32.cpp:697 display mode is 32 bpp.
DEBUG 08:10:55.377255 src\nik\gui\win32\OpenGLContextWin32.cpp:195 OpenGL Generic = false
DEBUG 08:10:55.377474 src\nik\gui\win32\OpenGLContextWin32.cpp:196 OpenGL Double Buffer = false
DEBUG 08:10:55.513499 src\nik\gpu\gl2\RendererGL.cpp:43 Entering 'RendererGL::RendererGL(GLContextType ctx)'
INFO 08:10:55.578287 src\nik\gpu\gl2\RendererGL.cpp:65 Initialized OpenGL-Renderer sucessfully:
INFO 08:10:55.578468 src\nik\gpu\gl2\RendererGL.cpp:66 Vendor: NVIDIA Corporation
INFO 08:10:55.578604 src\nik\gpu\gl2\RendererGL.cpp:67 Renderer: GeForce 8400M GS/PCIe/SSE2
INFO 08:10:55.578740 src\nik\gpu\gl2\RendererGL.cpp:68 Version: 3.3.0 NVIDIA 304.43
INFO 08:10:55.579024 src\nik\gpu\gl2\RendererGL.cpp:70 Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture 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_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
INFO 08:10:55.579340 src\nik\gpu\gl2\RendererGL.cpp:76 GL_MULTISAMPLE_ARB=1 GL_SAMPLE_BUFFERS_ARB=0
INFO 08:10:55.579457 src\nik\gpu\gl2\RendererGL.cpp:79 GL_MULTISAMPLE_ARB=0 GL_SAMPLE_BUFFERS_ARB=0
DEBUG 08:10:55.579578 src\nik\gpu\gl2\RendererGL.cpp:525 Detected version major = 3 minor = 3
DEBUG 08:10:55.579711 src\nik\gpu\gl2\RendererGL.cpp:473 detected vendor identifier: 1
DEBUG 08:10:55.579807 src\nik\gpu\gl2\RendererGL.cpp:87 Calling 'checkExtensions'
DEBUG 08:10:55.580476 src\nik\gpu\gl2\RendererGL.cpp:501 GL_ARB_framebuffer_object = true
DEBUG 08:10:55.580592 src\nik\gpu\gl2\RendererGL.cpp:502 GL_ARB_shader_texture_lod = true
DEBUG 08:10:55.580713 src\nik\gpu\gl2\RendererGL.cpp:503 GL_ARB_geometry_shader4 = true
DEBUG 08:10:55.580833 src\nik\gpu\gl2\RendererGL.cpp:504 GL_ARB_debug_output = false
DEBUG 08:10:55.580954 src\nik\gpu\gl2\RendererGL.cpp:505 GL_ATI_meminfo = false
DEBUG 08:10:55.581074 src\nik\gpu\gl2\RendererGL.cpp:506 GL_NVX_gpu_memory_info = true
DEBUG 08:10:55.581194 src\nik\gpu\gl2\RendererGL.cpp:510 has the multiple GL windows defect: false
DEBUG 08:10:55.581363 src\nik\gpu\gl2\RendererGL.cpp:89 Calling 'checkTextureSize'
DEBUG 08:10:55.581533 src\nik\gpu\gl2\RendererGL.cpp:97 Calling 'updateMemoryUsage'
DEBUG 08:10:55.581653 src\nik\gpu\gl2\RendererGL.cpp:316 Calling 'checkFBOFloatTextureTarget'
DEBUG 08:10:56.021500 src\nik\gpu\gl2\RendererGL.cpp:318 Calling 'checkFBOIntegerTextureTarget'
DEBUG 08:10:56.173789 src\nik\gpu\gl2\RendererGL.cpp:320 Calling 'checkFBORedTextureTarget'
DEBUG 08:10:56.187218 src\nik\gpu\gl2\RendererGL.cpp:103 Leaving 'RendererGL::RendererGL(GLContextType ctx)'
INFO 08:10:56.187411 src\nik\gpu\Renderer.cpp:89 ***** System information bits ***
INFO 08:10:56.187540 src\nik\gpu\Renderer.cpp:92 bit HwAccelerated is ON
INFO 08:10:56.187667 src\nik\gpu\Renderer.cpp:92 bit FrameBufferObjectBit is ON
INFO 08:10:56.187789 src\nik\gpu\Renderer.cpp:92 bit BlendFunctionSeparateBit is ON
INFO 08:10:56.187899 src\nik\gpu\Renderer.cpp:92 bit VertexShaderBit is ON
INFO 08:10:56.188010 src\nik\gpu\Renderer.cpp:92 bit FragmentShaderBit is ON
INFO 08:10:56.188121 src\nik\gpu\Renderer.cpp:92 bit BlendColorBit is ON
INFO 08:10:56.188232 src\nik\gpu\Renderer.cpp:92 bit TextureFloatFilteringBit is ON
INFO 08:10:56.188341 src\nik\gpu\Renderer.cpp:92 bit FBOReadback is ON
INFO 08:10:56.188450 src\nik\gpu\Renderer.cpp:92 bit NonPowerOfTwoTextures is ON
INFO 08:10:56.188560 src\nik\gpu\Renderer.cpp:92 bit MultipleOpenGLWindowsDefect is ON
INFO 08:10:56.188666 src\nik\gpu\Renderer.cpp:92 bit OffscreenRenderSupport is ON
INFO 08:10:56.188770 src\nik\gpu\Renderer.cpp:92 bit ProxyTextureDefect is OFF
INFO 08:10:56.188875 src\nik\gpu\Renderer.cpp:92 bit FullscreenSecondaryWindowDefect is OFF
INFO 08:10:56.188980 src\nik\gpu\Renderer.cpp:92 bit HalfFloatPixelBit is ON
INFO 08:10:56.189086 src\nik\gpu\Renderer.cpp:92 bit NeedsInitialisedTextures is OFF
INFO 08:10:56.189187 src\nik\gpu\Renderer.cpp:95 ***** Texture capabilities ***
INFO 08:10:56.189290 src\nik\gpu\Renderer.cpp:98 bit TextureFloatFormat is ON
INFO 08:10:56.189394 src\nik\gpu\Renderer.cpp:98 bit TextureIntegerFormat is ON
INFO 08:10:56.189508 src\nik\gpu\Renderer.cpp:98 bit TextureRedFormat is ON
INFO 08:10:56.189612 src\nik\gpu\Renderer.cpp:98 bit RGBA16F_RenderTarget is ON
INFO 08:10:56.189717 src\nik\gpu\Renderer.cpp:98 bit RGBA32F_RenderTarget is ON
INFO 08:10:56.189821 src\nik\gpu\Renderer.cpp:98 bit RGB16F_RenderTarget is ON
INFO 08:10:56.189925 src\nik\gpu\Renderer.cpp:98 bit RGB32F_RenderTarget is ON
INFO 08:10:56.190029 src\nik\gpu\Renderer.cpp:98 bit RGBA16U_RenderTarget is ON
INFO 08:10:56.190134 src\nik\gpu\Renderer.cpp:98 bit RGB16U_RenderTarget is ON
INFO 08:10:56.190238 src\nik\gpu\Renderer.cpp:98 bit Red16F_RenderTarget is ON
INFO 08:10:56.190342 src\nik\gpu\Renderer.cpp:98 bit Red32F_RenderTarget is ON
DEBUG 08:10:56.190445 src\nik\gpu\Renderer.cpp:59 Calling 'nik::gpu::loadRenderer():registerTextureImageFormat'
DEBUG 08:10:56.190593 src\nik\gui\ICCDeviceManager.cpp:19 Entering 'ICCDeviceManager::ICCDeviceManager() '
DEBUG 08:10:56.190733 src\nik\gui\ICCDeviceManager.cpp:62 Calling 'ColorProfile::create(standardCProfile)' with standardCProfile=0'.
DEBUG 08:10:56.190842 src\nik\imageio\ICCTypes.cpp:36 Getting ColorManager instance.
DEBUG 08:10:56.264622 src\nik\imageio\ICCTypes.cpp:40 Creating color profile '0'.
DEBUG 08:10:56.266653 src\nik\gui\ICCDeviceManager.cpp:64 Calling 'updateAllScreens'
ERROR 08:10:56.351642 src\nik\gui\ICCDeviceManager.cpp:133 Could not create screen profile: 'Filename not found. File was: '. Using the common profile for screen: 0
DEBUG 08:10:56.354963 src\nik\gui\ICCDeviceManager.cpp:27 Leaving 'ICCDeviceManager::ICCDeviceManager() '
DEBUG 08:10:56.355885 .\plugin_common\gui\LanguageInit.cpp:64 Searching for translation files in 'C:\Program Files\Nik Software\Silver Efex Pro 2/resource' for language 'us'
DEBUG 08:10:56.359889 src\gui\LeonisApplication.cpp:500 GPU filtering running, (set in settings or default)
DEBUG 08:10:56.361183 src\nik\gui\win32\GenericViewportWin32.cpp:74 useGL in: true useGL set: true
DEBUG 08:10:56.361885 src\nik\gui\win32\OpenGLContextWin32.cpp:475 determineOpenGLCaps at end FBO = true
DEBUG 08:10:56.362003 src\nik\gui\win32\OpenGLContextWin32.cpp:195 OpenGL Generic = false
DEBUG 08:10:56.362130 src\nik\gui\win32\OpenGLContextWin32.cpp:196 OpenGL Double Buffer = true
CRITICAL 08:10:56.388390 src\nik\gui\win32\OpenGLContextWin32.cpp:308 Unable to share lists
DEBUG 08:10:56.936020 src\nik\imageio\ICCTypes.cpp:36 Getting ColorManager instance.
DEBUG 08:10:56.936208 src\nik\imageio\ICCTypes.cpp:40 Creating color profile '0'.
DEBUG 08:10:56.938484 src\fgraph\LeonisImage.cpp:37 Create LeonisImage
INFO 08:10:56.938716 src\nik\filtering\filters\GPUAutoSwitchFilter.cpp:190 GPUAutoSwitchFilter decided that GPU filtering is available.
DEBUG 08:10:57.101321 src\nik\gui\XmlStyle.cpp:35 Loading XML style C:\Program Files\Nik Software\Silver Efex Pro 2/resource/style.xml
DEBUG 08:10:57.101504 src\nik\gui\XmlStyle.cpp:42 parsing file...
DEBUG 08:10:57.281238 src\nik\gui\XmlStyle.cpp:44 parsing done.
Please find it below. I had also attached the files with my previous post.
CrashInfo.txt
--------------------------------------
Stacktrace:
silver efex pro 2 ! +0x00
silver_efex_pro_2_log.txt
-------------------------------------------------------
INFO 08:10:55.291981 ..\host_integration\standalone\main.cpp:180 Binary build from Feb 21 2011
DEBUG 08:10:55.295470 src\nik\debugext\ThreadDebugUnit.cpp:22 ThreadDebugUnit error: Cannot connect socket!
INFO 08:10:55.376979 src\nik\gui\win32\ApplicationWin32.cpp:697 display mode is 32 bpp.
DEBUG 08:10:55.377255 src\nik\gui\win32\OpenGLContextWin32.cpp:195 OpenGL Generic = false
DEBUG 08:10:55.377474 src\nik\gui\win32\OpenGLContextWin32.cpp:196 OpenGL Double Buffer = false
DEBUG 08:10:55.513499 src\nik\gpu\gl2\RendererGL.cpp:43 Entering 'RendererGL::RendererGL(GLContextType ctx)'
INFO 08:10:55.578287 src\nik\gpu\gl2\RendererGL.cpp:65 Initialized OpenGL-Renderer sucessfully:
INFO 08:10:55.578468 src\nik\gpu\gl2\RendererGL.cpp:66 Vendor: NVIDIA Corporation
INFO 08:10:55.578604 src\nik\gpu\gl2\RendererGL.cpp:67 Renderer: GeForce 8400M GS/PCIe/SSE2
INFO 08:10:55.578740 src\nik\gpu\gl2\RendererGL.cpp:68 Version: 3.3.0 NVIDIA 304.43
INFO 08:10:55.579024 src\nik\gpu\gl2\RendererGL.cpp:70 Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture 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_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
INFO 08:10:55.579340 src\nik\gpu\gl2\RendererGL.cpp:76 GL_MULTISAMPLE_ARB=1 GL_SAMPLE_BUFFERS_ARB=0
INFO 08:10:55.579457 src\nik\gpu\gl2\RendererGL.cpp:79 GL_MULTISAMPLE_ARB=0 GL_SAMPLE_BUFFERS_ARB=0
DEBUG 08:10:55.579578 src\nik\gpu\gl2\RendererGL.cpp:525 Detected version major = 3 minor = 3
DEBUG 08:10:55.579711 src\nik\gpu\gl2\RendererGL.cpp:473 detected vendor identifier: 1
DEBUG 08:10:55.579807 src\nik\gpu\gl2\RendererGL.cpp:87 Calling 'checkExtensions'
DEBUG 08:10:55.580476 src\nik\gpu\gl2\RendererGL.cpp:501 GL_ARB_framebuffer_object = true
DEBUG 08:10:55.580592 src\nik\gpu\gl2\RendererGL.cpp:502 GL_ARB_shader_texture_lod = true
DEBUG 08:10:55.580713 src\nik\gpu\gl2\RendererGL.cpp:503 GL_ARB_geometry_shader4 = true
DEBUG 08:10:55.580833 src\nik\gpu\gl2\RendererGL.cpp:504 GL_ARB_debug_output = false
DEBUG 08:10:55.580954 src\nik\gpu\gl2\RendererGL.cpp:505 GL_ATI_meminfo = false
DEBUG 08:10:55.581074 src\nik\gpu\gl2\RendererGL.cpp:506 GL_NVX_gpu_memory_info = true
DEBUG 08:10:55.581194 src\nik\gpu\gl2\RendererGL.cpp:510 has the multiple GL windows defect: false
DEBUG 08:10:55.581363 src\nik\gpu\gl2\RendererGL.cpp:89 Calling 'checkTextureSize'
DEBUG 08:10:55.581533 src\nik\gpu\gl2\RendererGL.cpp:97 Calling 'updateMemoryUsage'
DEBUG 08:10:55.581653 src\nik\gpu\gl2\RendererGL.cpp:316 Calling 'checkFBOFloatTextureTarget'
DEBUG 08:10:56.021500 src\nik\gpu\gl2\RendererGL.cpp:318 Calling 'checkFBOIntegerTextureTarget'
DEBUG 08:10:56.173789 src\nik\gpu\gl2\RendererGL.cpp:320 Calling 'checkFBORedTextureTarget'
DEBUG 08:10:56.187218 src\nik\gpu\gl2\RendererGL.cpp:103 Leaving 'RendererGL::RendererGL(GLContextType ctx)'
INFO 08:10:56.187411 src\nik\gpu\Renderer.cpp:89 ***** System information bits ***
INFO 08:10:56.187540 src\nik\gpu\Renderer.cpp:92 bit HwAccelerated is ON
INFO 08:10:56.187667 src\nik\gpu\Renderer.cpp:92 bit FrameBufferObjectBit is ON
INFO 08:10:56.187789 src\nik\gpu\Renderer.cpp:92 bit BlendFunctionSeparateBit is ON
INFO 08:10:56.187899 src\nik\gpu\Renderer.cpp:92 bit VertexShaderBit is ON
INFO 08:10:56.188010 src\nik\gpu\Renderer.cpp:92 bit FragmentShaderBit is ON
INFO 08:10:56.188121 src\nik\gpu\Renderer.cpp:92 bit BlendColorBit is ON
INFO 08:10:56.188232 src\nik\gpu\Renderer.cpp:92 bit TextureFloatFilteringBit is ON
INFO 08:10:56.188341 src\nik\gpu\Renderer.cpp:92 bit FBOReadback is ON
INFO 08:10:56.188450 src\nik\gpu\Renderer.cpp:92 bit NonPowerOfTwoTextures is ON
INFO 08:10:56.188560 src\nik\gpu\Renderer.cpp:92 bit MultipleOpenGLWindowsDefect is ON
INFO 08:10:56.188666 src\nik\gpu\Renderer.cpp:92 bit OffscreenRenderSupport is ON
INFO 08:10:56.188770 src\nik\gpu\Renderer.cpp:92 bit ProxyTextureDefect is OFF
INFO 08:10:56.188875 src\nik\gpu\Renderer.cpp:92 bit FullscreenSecondaryWindowDefect is OFF
INFO 08:10:56.188980 src\nik\gpu\Renderer.cpp:92 bit HalfFloatPixelBit is ON
INFO 08:10:56.189086 src\nik\gpu\Renderer.cpp:92 bit NeedsInitialisedTextures is OFF
INFO 08:10:56.189187 src\nik\gpu\Renderer.cpp:95 ***** Texture capabilities ***
INFO 08:10:56.189290 src\nik\gpu\Renderer.cpp:98 bit TextureFloatFormat is ON
INFO 08:10:56.189394 src\nik\gpu\Renderer.cpp:98 bit TextureIntegerFormat is ON
INFO 08:10:56.189508 src\nik\gpu\Renderer.cpp:98 bit TextureRedFormat is ON
INFO 08:10:56.189612 src\nik\gpu\Renderer.cpp:98 bit RGBA16F_RenderTarget is ON
INFO 08:10:56.189717 src\nik\gpu\Renderer.cpp:98 bit RGBA32F_RenderTarget is ON
INFO 08:10:56.189821 src\nik\gpu\Renderer.cpp:98 bit RGB16F_RenderTarget is ON
INFO 08:10:56.189925 src\nik\gpu\Renderer.cpp:98 bit RGB32F_RenderTarget is ON
INFO 08:10:56.190029 src\nik\gpu\Renderer.cpp:98 bit RGBA16U_RenderTarget is ON
INFO 08:10:56.190134 src\nik\gpu\Renderer.cpp:98 bit RGB16U_RenderTarget is ON
INFO 08:10:56.190238 src\nik\gpu\Renderer.cpp:98 bit Red16F_RenderTarget is ON
INFO 08:10:56.190342 src\nik\gpu\Renderer.cpp:98 bit Red32F_RenderTarget is ON
DEBUG 08:10:56.190445 src\nik\gpu\Renderer.cpp:59 Calling 'nik::gpu::loadRenderer():registerTextureImageFormat'
DEBUG 08:10:56.190593 src\nik\gui\ICCDeviceManager.cpp:19 Entering 'ICCDeviceManager::ICCDeviceManager() '
DEBUG 08:10:56.190733 src\nik\gui\ICCDeviceManager.cpp:62 Calling 'ColorProfile::create(standardCProfile)' with standardCProfile=0'.
DEBUG 08:10:56.190842 src\nik\imageio\ICCTypes.cpp:36 Getting ColorManager instance.
DEBUG 08:10:56.264622 src\nik\imageio\ICCTypes.cpp:40 Creating color profile '0'.
DEBUG 08:10:56.266653 src\nik\gui\ICCDeviceManager.cpp:64 Calling 'updateAllScreens'
ERROR 08:10:56.351642 src\nik\gui\ICCDeviceManager.cpp:133 Could not create screen profile: 'Filename not found. File was: '. Using the common profile for screen: 0
DEBUG 08:10:56.354963 src\nik\gui\ICCDeviceManager.cpp:27 Leaving 'ICCDeviceManager::ICCDeviceManager() '
DEBUG 08:10:56.355885 .\plugin_common\gui\LanguageInit.cpp:64 Searching for translation files in 'C:\Program Files\Nik Software\Silver Efex Pro 2/resource' for language 'us'
DEBUG 08:10:56.359889 src\gui\LeonisApplication.cpp:500 GPU filtering running, (set in settings or default)
DEBUG 08:10:56.361183 src\nik\gui\win32\GenericViewportWin32.cpp:74 useGL in: true useGL set: true
DEBUG 08:10:56.361885 src\nik\gui\win32\OpenGLContextWin32.cpp:475 determineOpenGLCaps at end FBO = true
DEBUG 08:10:56.362003 src\nik\gui\win32\OpenGLContextWin32.cpp:195 OpenGL Generic = false
DEBUG 08:10:56.362130 src\nik\gui\win32\OpenGLContextWin32.cpp:196 OpenGL Double Buffer = true
CRITICAL 08:10:56.388390 src\nik\gui\win32\OpenGLContextWin32.cpp:308 Unable to share lists
DEBUG 08:10:56.936020 src\nik\imageio\ICCTypes.cpp:36 Getting ColorManager instance.
DEBUG 08:10:56.936208 src\nik\imageio\ICCTypes.cpp:40 Creating color profile '0'.
DEBUG 08:10:56.938484 src\fgraph\LeonisImage.cpp:37 Create LeonisImage
INFO 08:10:56.938716 src\nik\filtering\filters\GPUAutoSwitchFilter.cpp:190 GPUAutoSwitchFilter decided that GPU filtering is available.
DEBUG 08:10:57.101321 src\nik\gui\XmlStyle.cpp:35 Loading XML style C:\Program Files\Nik Software\Silver Efex Pro 2/resource/style.xml
DEBUG 08:10:57.101504 src\nik\gui\XmlStyle.cpp:42 parsing file...
DEBUG 08:10:57.281238 src\nik\gui\XmlStyle.cpp:44 parsing done.
-
- Newbie
- Posts: 3
- Joined: Fri Jan 11, 2013 2:25 am
Re: problems with photoshop cs 2 and filters from nik softwa
Hi,
I tried with wine 1.5.21 but faced the same error:
----------------------------------------------------------------
INFO 06:15:35.672041 ..\host_integration\standalone\main.cpp:180 Binary build from Feb 21 2011
DEBUG 06:15:35.675436 src\nik\debugext\ThreadDebugUnit.cpp:22 ThreadDebugUnit error: Cannot connect socket!
INFO 06:15:35.953724 src\nik\gui\win32\ApplicationWin32.cpp:697 display mode is 32 bpp.
DEBUG 06:15:35.953868 src\nik\gui\win32\OpenGLContextWin32.cpp:195 OpenGL Generic = false
DEBUG 06:15:35.953961 src\nik\gui\win32\OpenGLContextWin32.cpp:196 OpenGL Double Buffer = false
DEBUG 06:15:36.496103 src\nik\gpu\gl2\RendererGL.cpp:43 Entering 'RendererGL::RendererGL(GLContextType ctx)'
INFO 06:15:36.542299 src\nik\gpu\gl2\RendererGL.cpp:65 Initialized OpenGL-Renderer sucessfully:
INFO 06:15:36.542454 src\nik\gpu\gl2\RendererGL.cpp:66 Vendor: NVIDIA Corporation
INFO 06:15:36.542662 src\nik\gpu\gl2\RendererGL.cpp:67 Renderer: GeForce 8400M GS/PCIe/SSE2
INFO 06:15:36.542923 src\nik\gpu\gl2\RendererGL.cpp:68 Version: 3.3.0 NVIDIA 304.43
INFO 06:15:36.543277 src\nik\gpu\gl2\RendererGL.cpp:70 Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture 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_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
INFO 06:15:36.543803 src\nik\gpu\gl2\RendererGL.cpp:76 GL_MULTISAMPLE_ARB=1 GL_SAMPLE_BUFFERS_ARB=0
INFO 06:15:36.543958 src\nik\gpu\gl2\RendererGL.cpp:79 GL_MULTISAMPLE_ARB=0 GL_SAMPLE_BUFFERS_ARB=0
DEBUG 06:15:36.544224 src\nik\gpu\gl2\RendererGL.cpp:525 Detected version major = 3 minor = 3
DEBUG 06:15:36.544449 src\nik\gpu\gl2\RendererGL.cpp:473 detected vendor identifier: 1
DEBUG 06:15:36.544604 src\nik\gpu\gl2\RendererGL.cpp:87 Calling 'checkExtensions'
DEBUG 06:15:36.545296 src\nik\gpu\gl2\RendererGL.cpp:501 GL_ARB_framebuffer_object = true
DEBUG 06:15:36.545422 src\nik\gpu\gl2\RendererGL.cpp:502 GL_ARB_shader_texture_lod = true
DEBUG 06:15:36.545532 src\nik\gpu\gl2\RendererGL.cpp:503 GL_ARB_geometry_shader4 = true
DEBUG 06:15:36.545637 src\nik\gpu\gl2\RendererGL.cpp:504 GL_ARB_debug_output = false
DEBUG 06:15:36.545742 src\nik\gpu\gl2\RendererGL.cpp:505 GL_ATI_meminfo = false
DEBUG 06:15:36.545847 src\nik\gpu\gl2\RendererGL.cpp:506 GL_NVX_gpu_memory_info = true
DEBUG 06:15:36.545950 src\nik\gpu\gl2\RendererGL.cpp:510 has the multiple GL windows defect: false
DEBUG 06:15:36.546106 src\nik\gpu\gl2\RendererGL.cpp:89 Calling 'checkTextureSize'
DEBUG 06:15:36.546298 src\nik\gpu\gl2\RendererGL.cpp:97 Calling 'updateMemoryUsage'
DEBUG 06:15:36.546400 src\nik\gpu\gl2\RendererGL.cpp:316 Calling 'checkFBOFloatTextureTarget'
DEBUG 06:15:37.068320 src\nik\gpu\gl2\RendererGL.cpp:318 Calling 'checkFBOIntegerTextureTarget'
DEBUG 06:15:37.202042 src\nik\gpu\gl2\RendererGL.cpp:320 Calling 'checkFBORedTextureTarget'
DEBUG 06:15:37.215650 src\nik\gpu\gl2\RendererGL.cpp:103 Leaving 'RendererGL::RendererGL(GLContextType ctx)'
INFO 06:15:37.215917 src\nik\gpu\Renderer.cpp:89 ***** System information bits ***
INFO 06:15:37.216008 src\nik\gpu\Renderer.cpp:92 bit HwAccelerated is ON
INFO 06:15:37.216193 src\nik\gpu\Renderer.cpp:92 bit FrameBufferObjectBit is ON
INFO 06:15:37.216282 src\nik\gpu\Renderer.cpp:92 bit BlendFunctionSeparateBit is ON
INFO 06:15:37.216478 src\nik\gpu\Renderer.cpp:92 bit VertexShaderBit is ON
INFO 06:15:37.216567 src\nik\gpu\Renderer.cpp:92 bit FragmentShaderBit is ON
INFO 06:15:37.216746 src\nik\gpu\Renderer.cpp:92 bit BlendColorBit is ON
INFO 06:15:37.216877 src\nik\gpu\Renderer.cpp:92 bit TextureFloatFilteringBit is ON
INFO 06:15:37.217026 src\nik\gpu\Renderer.cpp:92 bit FBOReadback is ON
INFO 06:15:37.217153 src\nik\gpu\Renderer.cpp:92 bit NonPowerOfTwoTextures is ON
INFO 06:15:37.217241 src\nik\gpu\Renderer.cpp:92 bit MultipleOpenGLWindowsDefect is ON
INFO 06:15:37.217329 src\nik\gpu\Renderer.cpp:92 bit OffscreenRenderSupport is ON
INFO 06:15:37.217522 src\nik\gpu\Renderer.cpp:92 bit ProxyTextureDefect is OFF
INFO 06:15:37.217613 src\nik\gpu\Renderer.cpp:92 bit FullscreenSecondaryWindowDefect is OFF
INFO 06:15:37.217702 src\nik\gpu\Renderer.cpp:92 bit HalfFloatPixelBit is ON
INFO 06:15:37.217885 src\nik\gpu\Renderer.cpp:92 bit NeedsInitialisedTextures is OFF
INFO 06:15:37.218008 src\nik\gpu\Renderer.cpp:95 ***** Texture capabilities ***
INFO 06:15:37.218095 src\nik\gpu\Renderer.cpp:98 bit TextureFloatFormat is ON
INFO 06:15:37.218182 src\nik\gpu\Renderer.cpp:98 bit TextureIntegerFormat is ON
INFO 06:15:37.218279 src\nik\gpu\Renderer.cpp:98 bit TextureRedFormat is ON
INFO 06:15:37.218366 src\nik\gpu\Renderer.cpp:98 bit RGBA16F_RenderTarget is ON
INFO 06:15:37.218453 src\nik\gpu\Renderer.cpp:98 bit RGBA32F_RenderTarget is ON
INFO 06:15:37.218687 src\nik\gpu\Renderer.cpp:98 bit RGB16F_RenderTarget is ON
INFO 06:15:37.218821 src\nik\gpu\Renderer.cpp:98 bit RGB32F_RenderTarget is ON
INFO 06:15:37.218909 src\nik\gpu\Renderer.cpp:98 bit RGBA16U_RenderTarget is ON
INFO 06:15:37.218996 src\nik\gpu\Renderer.cpp:98 bit RGB16U_RenderTarget is ON
INFO 06:15:37.219083 src\nik\gpu\Renderer.cpp:98 bit Red16F_RenderTarget is ON
INFO 06:15:37.219170 src\nik\gpu\Renderer.cpp:98 bit Red32F_RenderTarget is ON
DEBUG 06:15:37.219256 src\nik\gpu\Renderer.cpp:59 Calling 'nik::gpu::loadRenderer():registerTextureImageFormat'
DEBUG 06:15:37.219390 src\nik\gui\ICCDeviceManager.cpp:19 Entering 'ICCDeviceManager::ICCDeviceManager() '
DEBUG 06:15:37.219481 src\nik\gui\ICCDeviceManager.cpp:62 Calling 'ColorProfile::create(standardCProfile)' with standardCProfile=0'.
DEBUG 06:15:37.219566 src\nik\imageio\ICCTypes.cpp:36 Getting ColorManager instance.
DEBUG 06:15:37.293981 src\nik\imageio\ICCTypes.cpp:40 Creating color profile '0'.
DEBUG 06:15:37.296086 src\nik\gui\ICCDeviceManager.cpp:64 Calling 'updateAllScreens'
DEBUG 06:15:37.299989 src\nik\imageio\ICCTypes.cpp:22 profile handle is: @17750232
DEBUG 06:15:37.300104 src\nik\gui\ICCDeviceManager.cpp:130 Color profile for screen: 0 is C:\windows\system32\spool\drivers\color\c32af3b34fc9a7fe9256c8b28cb02c16896d1e92.icm
DEBUG 06:15:37.307184 src\nik\gui\ICCDeviceManager.cpp:27 Leaving 'ICCDeviceManager::ICCDeviceManager() '
DEBUG 06:15:37.308098 .\plugin_common\gui\LanguageInit.cpp:64 Searching for translation files in 'C:\Program Files\Nik Software\Silver Efex Pro 2/resource' for language 'us'
DEBUG 06:15:37.312930 src\gui\LeonisApplication.cpp:500 GPU filtering running, (set in settings or default)
DEBUG 06:15:37.314575 src\nik\gui\win32\GenericViewportWin32.cpp:74 useGL in: true useGL set: true
DEBUG 06:15:37.314987 src\nik\gui\win32\OpenGLContextWin32.cpp:475 determineOpenGLCaps at end FBO = true
DEBUG 06:15:37.315103 src\nik\gui\win32\OpenGLContextWin32.cpp:195 OpenGL Generic = false
DEBUG 06:15:37.315321 src\nik\gui\win32\OpenGLContextWin32.cpp:196 OpenGL Double Buffer = true
CRITICAL 06:15:37.326770 src\nik\gui\win32\OpenGLContextWin32.cpp:308 Unable to share lists
DEBUG 06:15:38.090324 src\nik\imageio\ICCTypes.cpp:36 Getting ColorManager instance.
DEBUG 06:15:38.205327 src\nik\imageio\ICCTypes.cpp:40 Creating color profile '0'.
DEBUG 06:15:38.208625 src\fgraph\LeonisImage.cpp:37 Create LeonisImage
INFO 06:15:38.208923 src\nik\filtering\filters\GPUAutoSwitchFilter.cpp:190 GPUAutoSwitchFilter decided that GPU filtering is available.
DEBUG 06:15:38.731393 src\nik\gui\XmlStyle.cpp:35 Loading XML style C:\Program Files\Nik Software\Silver Efex Pro 2/resource/style.xml
DEBUG 06:15:38.731566 src\nik\gui\XmlStyle.cpp:42 parsing file...
DEBUG 06:15:38.931196 src\nik\gui\XmlStyle.cpp:44 parsing done.
I tried with wine 1.5.21 but faced the same error:
----------------------------------------------------------------
INFO 06:15:35.672041 ..\host_integration\standalone\main.cpp:180 Binary build from Feb 21 2011
DEBUG 06:15:35.675436 src\nik\debugext\ThreadDebugUnit.cpp:22 ThreadDebugUnit error: Cannot connect socket!
INFO 06:15:35.953724 src\nik\gui\win32\ApplicationWin32.cpp:697 display mode is 32 bpp.
DEBUG 06:15:35.953868 src\nik\gui\win32\OpenGLContextWin32.cpp:195 OpenGL Generic = false
DEBUG 06:15:35.953961 src\nik\gui\win32\OpenGLContextWin32.cpp:196 OpenGL Double Buffer = false
DEBUG 06:15:36.496103 src\nik\gpu\gl2\RendererGL.cpp:43 Entering 'RendererGL::RendererGL(GLContextType ctx)'
INFO 06:15:36.542299 src\nik\gpu\gl2\RendererGL.cpp:65 Initialized OpenGL-Renderer sucessfully:
INFO 06:15:36.542454 src\nik\gpu\gl2\RendererGL.cpp:66 Vendor: NVIDIA Corporation
INFO 06:15:36.542662 src\nik\gpu\gl2\RendererGL.cpp:67 Renderer: GeForce 8400M GS/PCIe/SSE2
INFO 06:15:36.542923 src\nik\gpu\gl2\RendererGL.cpp:68 Version: 3.3.0 NVIDIA 304.43
INFO 06:15:36.543277 src\nik\gpu\gl2\RendererGL.cpp:70 Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture 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_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
INFO 06:15:36.543803 src\nik\gpu\gl2\RendererGL.cpp:76 GL_MULTISAMPLE_ARB=1 GL_SAMPLE_BUFFERS_ARB=0
INFO 06:15:36.543958 src\nik\gpu\gl2\RendererGL.cpp:79 GL_MULTISAMPLE_ARB=0 GL_SAMPLE_BUFFERS_ARB=0
DEBUG 06:15:36.544224 src\nik\gpu\gl2\RendererGL.cpp:525 Detected version major = 3 minor = 3
DEBUG 06:15:36.544449 src\nik\gpu\gl2\RendererGL.cpp:473 detected vendor identifier: 1
DEBUG 06:15:36.544604 src\nik\gpu\gl2\RendererGL.cpp:87 Calling 'checkExtensions'
DEBUG 06:15:36.545296 src\nik\gpu\gl2\RendererGL.cpp:501 GL_ARB_framebuffer_object = true
DEBUG 06:15:36.545422 src\nik\gpu\gl2\RendererGL.cpp:502 GL_ARB_shader_texture_lod = true
DEBUG 06:15:36.545532 src\nik\gpu\gl2\RendererGL.cpp:503 GL_ARB_geometry_shader4 = true
DEBUG 06:15:36.545637 src\nik\gpu\gl2\RendererGL.cpp:504 GL_ARB_debug_output = false
DEBUG 06:15:36.545742 src\nik\gpu\gl2\RendererGL.cpp:505 GL_ATI_meminfo = false
DEBUG 06:15:36.545847 src\nik\gpu\gl2\RendererGL.cpp:506 GL_NVX_gpu_memory_info = true
DEBUG 06:15:36.545950 src\nik\gpu\gl2\RendererGL.cpp:510 has the multiple GL windows defect: false
DEBUG 06:15:36.546106 src\nik\gpu\gl2\RendererGL.cpp:89 Calling 'checkTextureSize'
DEBUG 06:15:36.546298 src\nik\gpu\gl2\RendererGL.cpp:97 Calling 'updateMemoryUsage'
DEBUG 06:15:36.546400 src\nik\gpu\gl2\RendererGL.cpp:316 Calling 'checkFBOFloatTextureTarget'
DEBUG 06:15:37.068320 src\nik\gpu\gl2\RendererGL.cpp:318 Calling 'checkFBOIntegerTextureTarget'
DEBUG 06:15:37.202042 src\nik\gpu\gl2\RendererGL.cpp:320 Calling 'checkFBORedTextureTarget'
DEBUG 06:15:37.215650 src\nik\gpu\gl2\RendererGL.cpp:103 Leaving 'RendererGL::RendererGL(GLContextType ctx)'
INFO 06:15:37.215917 src\nik\gpu\Renderer.cpp:89 ***** System information bits ***
INFO 06:15:37.216008 src\nik\gpu\Renderer.cpp:92 bit HwAccelerated is ON
INFO 06:15:37.216193 src\nik\gpu\Renderer.cpp:92 bit FrameBufferObjectBit is ON
INFO 06:15:37.216282 src\nik\gpu\Renderer.cpp:92 bit BlendFunctionSeparateBit is ON
INFO 06:15:37.216478 src\nik\gpu\Renderer.cpp:92 bit VertexShaderBit is ON
INFO 06:15:37.216567 src\nik\gpu\Renderer.cpp:92 bit FragmentShaderBit is ON
INFO 06:15:37.216746 src\nik\gpu\Renderer.cpp:92 bit BlendColorBit is ON
INFO 06:15:37.216877 src\nik\gpu\Renderer.cpp:92 bit TextureFloatFilteringBit is ON
INFO 06:15:37.217026 src\nik\gpu\Renderer.cpp:92 bit FBOReadback is ON
INFO 06:15:37.217153 src\nik\gpu\Renderer.cpp:92 bit NonPowerOfTwoTextures is ON
INFO 06:15:37.217241 src\nik\gpu\Renderer.cpp:92 bit MultipleOpenGLWindowsDefect is ON
INFO 06:15:37.217329 src\nik\gpu\Renderer.cpp:92 bit OffscreenRenderSupport is ON
INFO 06:15:37.217522 src\nik\gpu\Renderer.cpp:92 bit ProxyTextureDefect is OFF
INFO 06:15:37.217613 src\nik\gpu\Renderer.cpp:92 bit FullscreenSecondaryWindowDefect is OFF
INFO 06:15:37.217702 src\nik\gpu\Renderer.cpp:92 bit HalfFloatPixelBit is ON
INFO 06:15:37.217885 src\nik\gpu\Renderer.cpp:92 bit NeedsInitialisedTextures is OFF
INFO 06:15:37.218008 src\nik\gpu\Renderer.cpp:95 ***** Texture capabilities ***
INFO 06:15:37.218095 src\nik\gpu\Renderer.cpp:98 bit TextureFloatFormat is ON
INFO 06:15:37.218182 src\nik\gpu\Renderer.cpp:98 bit TextureIntegerFormat is ON
INFO 06:15:37.218279 src\nik\gpu\Renderer.cpp:98 bit TextureRedFormat is ON
INFO 06:15:37.218366 src\nik\gpu\Renderer.cpp:98 bit RGBA16F_RenderTarget is ON
INFO 06:15:37.218453 src\nik\gpu\Renderer.cpp:98 bit RGBA32F_RenderTarget is ON
INFO 06:15:37.218687 src\nik\gpu\Renderer.cpp:98 bit RGB16F_RenderTarget is ON
INFO 06:15:37.218821 src\nik\gpu\Renderer.cpp:98 bit RGB32F_RenderTarget is ON
INFO 06:15:37.218909 src\nik\gpu\Renderer.cpp:98 bit RGBA16U_RenderTarget is ON
INFO 06:15:37.218996 src\nik\gpu\Renderer.cpp:98 bit RGB16U_RenderTarget is ON
INFO 06:15:37.219083 src\nik\gpu\Renderer.cpp:98 bit Red16F_RenderTarget is ON
INFO 06:15:37.219170 src\nik\gpu\Renderer.cpp:98 bit Red32F_RenderTarget is ON
DEBUG 06:15:37.219256 src\nik\gpu\Renderer.cpp:59 Calling 'nik::gpu::loadRenderer():registerTextureImageFormat'
DEBUG 06:15:37.219390 src\nik\gui\ICCDeviceManager.cpp:19 Entering 'ICCDeviceManager::ICCDeviceManager() '
DEBUG 06:15:37.219481 src\nik\gui\ICCDeviceManager.cpp:62 Calling 'ColorProfile::create(standardCProfile)' with standardCProfile=0'.
DEBUG 06:15:37.219566 src\nik\imageio\ICCTypes.cpp:36 Getting ColorManager instance.
DEBUG 06:15:37.293981 src\nik\imageio\ICCTypes.cpp:40 Creating color profile '0'.
DEBUG 06:15:37.296086 src\nik\gui\ICCDeviceManager.cpp:64 Calling 'updateAllScreens'
DEBUG 06:15:37.299989 src\nik\imageio\ICCTypes.cpp:22 profile handle is: @17750232
DEBUG 06:15:37.300104 src\nik\gui\ICCDeviceManager.cpp:130 Color profile for screen: 0 is C:\windows\system32\spool\drivers\color\c32af3b34fc9a7fe9256c8b28cb02c16896d1e92.icm
DEBUG 06:15:37.307184 src\nik\gui\ICCDeviceManager.cpp:27 Leaving 'ICCDeviceManager::ICCDeviceManager() '
DEBUG 06:15:37.308098 .\plugin_common\gui\LanguageInit.cpp:64 Searching for translation files in 'C:\Program Files\Nik Software\Silver Efex Pro 2/resource' for language 'us'
DEBUG 06:15:37.312930 src\gui\LeonisApplication.cpp:500 GPU filtering running, (set in settings or default)
DEBUG 06:15:37.314575 src\nik\gui\win32\GenericViewportWin32.cpp:74 useGL in: true useGL set: true
DEBUG 06:15:37.314987 src\nik\gui\win32\OpenGLContextWin32.cpp:475 determineOpenGLCaps at end FBO = true
DEBUG 06:15:37.315103 src\nik\gui\win32\OpenGLContextWin32.cpp:195 OpenGL Generic = false
DEBUG 06:15:37.315321 src\nik\gui\win32\OpenGLContextWin32.cpp:196 OpenGL Double Buffer = true
CRITICAL 06:15:37.326770 src\nik\gui\win32\OpenGLContextWin32.cpp:308 Unable to share lists
DEBUG 06:15:38.090324 src\nik\imageio\ICCTypes.cpp:36 Getting ColorManager instance.
DEBUG 06:15:38.205327 src\nik\imageio\ICCTypes.cpp:40 Creating color profile '0'.
DEBUG 06:15:38.208625 src\fgraph\LeonisImage.cpp:37 Create LeonisImage
INFO 06:15:38.208923 src\nik\filtering\filters\GPUAutoSwitchFilter.cpp:190 GPUAutoSwitchFilter decided that GPU filtering is available.
DEBUG 06:15:38.731393 src\nik\gui\XmlStyle.cpp:35 Loading XML style C:\Program Files\Nik Software\Silver Efex Pro 2/resource/style.xml
DEBUG 06:15:38.731566 src\nik\gui\XmlStyle.cpp:42 parsing file...
DEBUG 06:15:38.931196 src\nik\gui\XmlStyle.cpp:44 parsing done.