Aekold
03-08-2011, 06:59 AM
Are there any limitations on simultaneous usage of fbo and shader_image_load_store extension?
The use case is following:
1. FBO with 4 color attachments is initialized
2. For the problematic rendering pass, the 0 and 3 color attachments are bound via glDrawBuffers call (1 and 2 are used in the previous passes, and associated textures are used for this pass as input)
3. These attachments are linked to the respective out variables via glBindFragDataLocationEXT calls
4. Image is created and then bound via glBindImageTextureEXT call
Shader works fine until if no imageStore instruction is called. If it is, then one of the color attachments is corrupted and consists 0 value.
Thanks a lot for every suggestion why that might happen.
Peter
The use case is following:
1. FBO with 4 color attachments is initialized
2. For the problematic rendering pass, the 0 and 3 color attachments are bound via glDrawBuffers call (1 and 2 are used in the previous passes, and associated textures are used for this pass as input)
3. These attachments are linked to the respective out variables via glBindFragDataLocationEXT calls
4. Image is created and then bound via glBindImageTextureEXT call
Shader works fine until if no imageStore instruction is called. If it is, then one of the color attachments is corrupted and consists 0 value.
Thanks a lot for every suggestion why that might happen.
Peter