Stab in the dark here but have you installed the latest video drivers?
It might also be worth having a quick look at the DLLs your app uses on the other machine - search for "windows dependency...
Type: Posts; User: sleap
Stab in the dark here but have you installed the latest video drivers?
It might also be worth having a quick look at the DLLs your app uses on the other machine - search for "windows dependency...
Running the compute shader seems to give a performance boost to the OIT shader, if the OIT shader uses a large array. If the OIT shader uses a small array (<32) the performance actually drops. In...
I've stumbled upon some strange behaviour when playing with compute shaders. I have a basic OIT implementation using linked lists (although my guess is any application which uses a fairly large local...
Nice question. I'm quite in favour of injecting #define values and creating permutations of shaders (within reason of course). However, I haven't ever noticed much performance difference doing...
Thanks for the response. I'm aware of the two formats. They both work for me but I've just chosen size4x32 as it works on my ATI card.
Your declaration still causes a crash with my 310.19 drivers.
title says it all.
declare any image unit from the image load store extension will cause a crash on the call to compile the shader, eg:
layout(size4x32) uniform imageBuffer restrict data;
...
Thank you both for your replies.
Working on a single cell was to stop the compiler optimizing the array out, so I could confirm the array size was my problem, and not the operations I was...
Hi,
I'm surprised at the cost of declaring arrays in GLSL programs.
The array doesn't need to be initialized, all I do is write to a random element and read from the same one (so the array can't be...
Hi,
I've had this issue a few times now. I'm trying to create a generator style function for iteration. A basic example would be:
bool iter(inout int i)
{
if (++i >= 10)
return...
It seems samplers, image buffers and bindless graphics pointers cannot be placed in GLSL structs. This would be quite useful in the following situation where multiple complex structures need to be...
Thanks for the reply! Indeed so - I am using nvidia's GL_NV_shader_buffer_load. I guess I'm allocating memory as a texture buffer and then getting a pointer to that memory with nvidia's extension.
...
Hi,
There seems to be very little information on this or maybe I'm looking in the wrong places. It's now possible to declare a struct in GLSL and an array of that type. This array can map to global...