Hi,
I've tried running the linked example program. There are two issues:
1) Under core and compatibility profiles, with both imageAtomicCompSwap and imageAtomicExchange, the output of the...
Type: Posts; User: Graham Sellers
Hi,
I've tried running the linked example program. There are two issues:
1) Under core and compatibility profiles, with both imageAtomicCompSwap and imageAtomicExchange, the output of the...
This could be a driver bug, but we'd need to see more of the application. The problem could be in the generation of the data or in the resolve. Can you send us the app? You can PM me here or email...
You can download drivers for Mobility Radeons from here:
http://support.amd.com/us/Pages/drivers.aspx
Click the 'All Graphics - Notebook' link, select your graphics card and OS. The current...
I think the relevant parts of the paragraph are:
and:
I think this clearly says that there is no default VAO, and that attempting to draw without a VAO bound will result in an error. An...
We recently went on a leak hunt and found a few, particularly in the shader compiler. We think we've found them all. Expect this to be fixed in an upcoming driver release.
Not so fast... I wrote the extension spec, so the incorrect prototype in the 'New Procedures' section is my typo.
It seems this is a team FUBAR. Apologies.
FWIW, there has been such an extension for a while: ATI_meminfo.
It's fairly similar and shouldn't be hard to abstract the two. If we can get enough feedback about both vendor extensions,...
AMD has released a preview (beta) of our OpenGL 4.0 drivers for ATI Radeon HD 5000 series. It also includes support for OpenGL 3.3 on ATI Radeon HD and ATI FirePro Graphics Adapters. More information...
Your comment says this is an NVIDIA bug. Have you tested it on our (AMD's) implementation? Does it work as expected?
I don't think GL_COMPILE is what you want. That's for display list compilation. The token you need is GL_COMPILE_STATUS. It may be that your shader is compiling fine, you're just checking the wrong...
It does look a linking bug. The shaders should work and don't violate the spec as far as I can tell. I've forwarded your issue to our compiler team and they're going to try to reproduce it.
I'll...
Hi,
The compiler team reproduced the issue on the code you posted and believe they have fixed the problem. If you can, please try Catalyst 9.12 (or 10.1, which should be available in a few days)...
Hi Guys,
The fix made it to the Catalyst 9.12 release. It should work fine now.
Cheers,
Graham
The issue was reproduced and fixed in Catalyst 9.12. Your application should work fine on the latest drivers.
Cheers,
Graham
Hi JoshKlint,
Sorry it took a while to get back to you. Our shader compiler team looked into this and it will be fixed in Catalyst 10.1 which should be released in a few days.
Cheers,
Graham
ATI FirePro professional graphics cards also support the WGL_NV_swap_group and GLX_NV_swap_group extensions if you have the S400 Framelock/Genlock card. See here. It even works across GPUs in...
BionicBytes,
I have created test cases to try to reproduce your issues with compressed textures. So far, I have not managed to induce a crash. Is there any way you could supply us with a test case...
The issue you're having is that there are actually four coordinate spaces (object, world, view, clip) and only two matrix stacks. What you would like is this:
<object coords>
(x model matrix)...
I had already posted a reply to your other thread, but I now understand that you are unable to use the GPU to do tessellation.
GLU tessellation will be horribly slow because each tessellated...
GL_POINT_SPRITE is indeed removed, but point sprites are not - they are now permanently on:
Cheers,
Graham
Actually, all currently supported AMD cards support the AMD_vertex_shader_tessellator extension (R600+ GPUs, basically anything that you can download a new Catalyst for). There's a whitepaper and...
Seamless cubemap allows bilinear samples to be taken across cubemap face boundaries. Consider a cube map that had a black bottom and top (floor and ceiling) and white front, back, left and right...
You haven't bound your FBO before attaching the texture to it. Try this:
<snip>
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureDimX[FBOMap], TextureDimY[FBOMap], 0, GL_RGBA, GL_UNSIGNED_BYTE,...
Behavior of the code inside the function call should be the same as inlined code. This is probably a bug, but if you're testing on Catalyst 9.9, it could be fixed already. I'll let our compiler guys...
Do I take it that your issues are resolved and that you can't reproduce this any more?
Cheers,
Graham