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Hello, 
does anyone have any idea why all other scalers than bilinear in Video Scaling Method are not working?


kodi 18.7
ubuntu 18.04

Code:


2020-07-13 12:32:19.376 T:140296047700096  NOTICE: Mixer feature: VDP_VIDEO_MIXER_FEATURE_NOISE_REDUCTION
2020-07-13 12:32:19.376 T:140296047700096  NOTICE: Mixer feature: VDP_VIDEO_MIXER_FEATURE_SHARPNESS
2020-07-13 12:32:19.376 T:140296047700096  NOTICE: Mixer feature: VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL
2020-07-13 12:32:19.376 T:140296047700096  NOTICE: Mixer feature: VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL_SPATIAL
2020-07-13 12:32:19.376 T:140296047700096  NOTICE: Mixer feature: VDP_VIDEO_MIXER_FEATURE_INVERSE_TELECINE
2020-07-13 12:32:19.376 T:140296047700096  NOTICE: Mixer feature: VDP_VIDEO_MIXER_FEATURE_HIGH_QUALITY_SCALING_L1
2020-07-13 12:32:19.376 T:140296047700096  NOTICE: VDPAU::Close - closing decoder context
2020-07-13 12:32:19.379 T:140296047700096   DEBUG: GLX_EXTENSIONS: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_import_context GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_no_error GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_NV_robustness_video_memory_purge GLX_NV_multigpu_context GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage GLX_NV_copy_image GLX_ARB_get_proc_address
2020-07-13 12:32:19.379 T:140296047700096  NOTICE: GL_VENDOR = NVIDIA Corporation
2020-07-13 12:32:19.379 T:140296047700096  NOTICE: GL_RENDERER = GeForce GT 730/PCIe/SSE2
2020-07-13 12:32:19.379 T:140296047700096  NOTICE: GL_VERSION = 4.6.0 NVIDIA 440.100
2020-07-13 12:32:19.379 T:140296047700096  NOTICE: GL_SHADING_LANGUAGE_VERSION = 4.60 NVIDIA
2020-07-13 12:32:19.379 T:140296047700096  NOTICE: GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX = 2097152
2020-07-13 12:32:19.379 T:140296047700096  NOTICE: GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX = 2097152
2020-07-13 12:32:19.379 T:140296047700096  NOTICE: GL_EXTENSIONS = GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples 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_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_multisample_blit_scaled 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_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix 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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 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_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance 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_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum


2020-07-13 12:40:45.175 T:140296047700096   DEBUG: GL: ConvolutionFilterShader: using gl_convolution-4x4.glsl defines:
                                            #define HAS_FLOAT_TEXTURE
                                            #define XBMC_STRETCH 0
2020-07-13 12:40:45.176 T:140296047700096   ERROR: GL: Error compiling pixel shader
2020-07-13 12:40:45.176 T:140296047700096   ERROR: 0(21) : error C7506: OpenGL does not define the global type half4
                                            0(43) : error C7506: OpenGL does not define the global type half3
2020-07-13 12:40:45.176 T:140296047700096   ERROR: GL: Error compiling fragment shader: gl_convolution-4x4.glsl gl_output.glsl
2020-07-13 12:40:45.176 T:140296047700096   DEBUG: GL: fragment shader source:
                                              1: #version 150
                                              2: #define HAS_FLOAT_TEXTURE
                                              3: #define XBMC_STRETCH 0
                                              4:
                                              5: uniform sampler2D img;
                                              6: uniform vec2 stepxy;
                                              7: uniform float m_stretch;
                                              8: uniform float m_alpha;
                                              9: in vec2 m_cord;
                                             10: out vec4 fragColor;
                                             11: uniform sampler1D kernelTex;
                                             12:
                                             13: //nvidia's half is a 16 bit float and can bring some speed improvements
                                             14: //without affecting quality
                                             15: #ifndef __GLSL_CG_DATA_TYPES
                                             16:   #define half float
                                             17:   #define half3 vec3
                                             18:   #define half4 vec4
                                             19: #endif
                                             20:
                                             21: half4 weight(float pos)
                                             22: {
                                             23: #if defined(HAS_FLOAT_TEXTURE)
                                             24:   return texture(kernelTex, pos);
                                             25: #else
                                             26:   return texture(kernelTex, pos) * 2.0 - 1.0;
                                             27: #endif
                                             28: }
                                             29:
                                             30: vec2 stretch(vec2 pos)
                                             31: {
                                             32: #if (XBMC_STRETCH)
                                             33:   // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b.
                                             34:   // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5
                                             35:   // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1)
                                             36:   float x = pos.x - 0.5;
                                             37:   return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y);
                                             38: #else
                                             39:   return pos;
                                             40: #endif
                                             41: }
                                             42:
                                             43: half3 pixel(float xpos, float ypos)
                                             44: {
                                             45:   return texture(img, vec2(xpos, ypos)).rgb;
                                             46: }
                                             47:
                                             48: half3 line (float ypos, vec4 xpos, half4 linetaps)
                                             49: {
                                             50:   return
                                             51:     pixel(xpos.r, ypos) * linetaps.r +
                                             52:     pixel(xpos.g, ypos) * linetaps.g +
                                             53:     pixel(xpos.b, ypos) * linetaps.b +
                                             54:     pixel(xpos.a, ypos) * linetaps.a;
                                             55: }
                                             56:
                                             57: vec4 process()
                                             58: {
                                             59:   vec4 rgb;
                                             60:   vec2 pos = stretch(m_cord) + stepxy * 0.5;
                                             61:   vec2 f = fract(pos / stepxy);
                                             62:
                                             63:   half4 linetaps   = weight(1.0 - f.x);
                                             64:   half4 columntaps = weight(1.0 - f.y);
                                             65:
                                             66:   //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
                                             67:   linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
                                             68:   columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;
                                             69:
                                             70:   vec2 xystart = (-1.5 - f) * stepxy + pos;
                                             71:   vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0);
                                             72:
                                             73:   rgb.rgb =
                                             74:     line(xystart.y                 , xpos, linetaps) * columntaps.r +
                                             75:     line(xystart.y + stepxy.y      , xpos, linetaps) * columntaps.g +
                                             76:     line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b +
                                             77:     line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a;
                                             78:
                                             79:   rgb.a = m_alpha;
                                             80:   return rgb;
                                             81: }
                                             82: #if defined(XBMC_DITHER)
                                             83: uniform sampler2D m_dither;
                                             84: uniform float     m_ditherquant;
                                             85: uniform vec2      m_dithersize;
                                             86: #endif
                                             87: #if defined(KODI_3DLUT)
                                             88: uniform float     m_CLUTsize;
                                             89: uniform sampler3D m_CLUT;
                                             90: #endif
                                             91:
                                             92: void main()
                                             93: {
                                             94:   vec4 rgb = process();
                                             95:
                                             96: #if defined(KODI_3DLUT)
                                             97:   // FIXME: can this be optimized?
                                             98:   rgb  = texture(m_CLUT, (rgb.rgb*(m_CLUTsize-1.0) + 0.5) / m_CLUTsize);
                                             99: #endif
                                            100:
                                            101: #if defined(XBMC_FULLRANGE)
                                            102: #if __VERSION__ <= 120
                                            103:   rgb = (rgb-(16.0/255.0)) * 255.0/219.0;
                                            104: #else
                                            105:   rgb = clamp((rgb-(16.0/255.0)) * 255.0/219.0, 0, 1);
                                            106: #endif
                                            107: #endif
                                            108:
                                            109: #if defined(XBMC_DITHER)
                                            110:   vec2 ditherpos  = gl_FragCoord.xy / m_dithersize;
                                            111:   // ditherval is multiplied by 65536/(dither_size^2) to make it [0,1[
                                            112:   // FIXME: scale dither values before uploading?
                                            113:   float ditherval = texture(m_dither, ditherpos).r * 16.0;
                                            114:   rgb = floor(rgb * m_ditherquant + ditherval) / m_ditherquant;
                                            115: #endif
                                            116:
                                            117:   fragColor = rgb;
                                            118: }
                                            119:
2020-07-13 12:40:45.176 T:140296047700096   ERROR: GL: Error compiling and linking video filter shader
2020-07-13 12:40:45.176 T:140296047700096   ERROR: GL: Falling back to bilinear due to failure to init scaler
Yes - nvidia driver changed and the old code path for their special hack is not working anymore:
https://www.khronos.org/opengl/wiki/GLSL...c_features <- see which is exactly why it now fails, the have the define still but don't expose half4, etc. anymore.


As you know, no one in the team is running nvidia on X11 / Linux anymore, therefore no one will realize / and fix suchs bugs. As the solution is very easy, you might have the chance to come up with a fix.
Thanks, that's unfortunate, but you saved me some more time trying to fix this.

I was trying many things (x11 settings, nvidia environment variables, different drivers) but all with same result.

Do you happen to know if advancedsettings.xml
<vdpauscaling>true</vdpauscaling>
is working with current Kodi version ?

Is there a way to find out in debug logs this VDPAU scaling is active?
In GUI there is no other than standard Video Scaling Methods, Should I set Auto method there?

Thanks for answer.
Keep it on auto. As long the shaders don't work for you not much choice as bilinear runs outside the shaders.

For completeness setting the kodi env variable for GL to GLX does also not help? Before starting kodi. It's odd that they would break their own non standard shit.

https://kodi.wiki/view/Supported_hardware
KODI_GL_INTERFACE=GLX results are same: ERROR: GL: Error compiling and linking video filter shader

I also tried nvidia legacy drivers (nvidia-390) that also didn't help.

390 drivers worked fine with my previous system. (14.04 + jarvis)
Why don't you just remove the encapsulating ifndef __GLSL_CG_DATA_TYPES from the block in the shader code.
That's what I meant with easy fix. I can PR it, but I cannot test it.
See: https://github.com/xbmc/xbmc/pull/18184 (if someone tests it, e.g. someone still using an nvidia card, I will merge it - else not)
i will try to test it, will take me some time though.

btw, this is from jarvis on older system (lanczos 3 optimized i think):
same warnings, but compiled successfully.

Code:

14:17:37 T:140414105339904    INFO: GL: Maximum texture width: 16384
14:17:37 T:140414105339904   DEBUG: GLX_EXTENSIONS: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_import_context GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_no_error GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_NV_robustness_video_memory_purge GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage GLX_NV_copy_image GLX_ARB_get_proc_address
14:17:37 T:140414105339904  NOTICE: GL_VENDOR = NVIDIA Corporation
14:17:37 T:140414105339904  NOTICE: GL_RENDERER = GeForce GT 730/PCIe/SSE2
14:17:37 T:140414105339904  NOTICE: GL_VERSION = 4.6.0 NVIDIA 418.56
14:17:37 T:140414105339904  NOTICE: GL_SHADING_LANGUAGE_VERSION = 4.60 NVIDIA
14:17:37 T:140414105339904  NOTICE: GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX = 2097152
14:17:37 T:140414105339904  NOTICE: GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX = 2097152
14:17:37 T:140414105339904  NOTICE: GL_EXTENSIONS = GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples 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_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_multisample_blit_scaled 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_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix 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_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_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 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_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance 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_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
14:17:37 T:140414105339904    INFO: GL: Maximum texture width: 16384

14:36:37 T:140414105339904   DEBUG: GL: ConvolutionFilterShader: using convolution-4x4.glsl defines:
                                            #define HAS_FLOAT_TEXTURE 1
                                            #define XBMC_STRETCH 0
                                            #define USE1DTEXTURE 1
14:36:37 T:140414105339904   DEBUG: GL: Vertex Shader compilation log:
14:36:37 T:140414105339904   DEBUG: GL: Vertex Shader compiled successfully
14:36:37 T:140414105339904   DEBUG: GL: Pixel Shader compilation log:
14:36:37 T:140414105339904   DEBUG: 0(43) : warning C7506: OpenGL does not define the global type half4
                                            0(73) : warning C7506: OpenGL does not define the global type half3
14:36:37 T:140414105339904   DEBUG: GL: Fragment Shader compiled successfully
Jep, see - the driver also broke very old Software.

In the PR it's gone now ...
Btw. you can easily edit the shader on disk, then restart kodi. It will use the updated shaders, should be somewhere in /usr/share depending on packaging.

:%s/half4/vec4/g
:%s/half3/vec3/g
:%s/half/float/g

If you don't want to think while editing, the order is important.
I took glsl files from your branch and replaced original files in /usr/share/kodi/system/shaders/GL/1.2 or 1.5 respectively

Now no compilation error when using other than bilinear scaler, but also no informartion that shader compiled successfully, is it ok now?

Code:
2020-07-18 17:19:11.716 T:139949062584448   DEBUG: GL: ConvolutionFilterShader: using gl_convolution-4x4.glsl defines:
                                            #define HAS_FLOAT_TEXTURE
                                            #define XBMC_STRETCH 0
That line looks good.
just compared the visual quality (+performance), and scalers are now indeed correctly working.

thank you very much!
Cool :-)