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Type: Posts; User: Ambator

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  1. is there any update on this? can you confirm the...

    is there any update on this?
    can you confirm the problem?
    I would really like to switch to compute shaders in many cases and avoid the framebuffer, quad, ... stuff, but this bug was driving me...
  2. I converted my compute shader into a fragment...

    I converted my compute shader into a fragment shader + framebuffer etc. and it works.
    I can only sketch my pipeline...
    I have a class, holding some texture, let's call it xxxSample with { Texture2D...
  3. [NV 310.90] compute shader reads zero from texture

    Hi there,

    I postet this bug in september or october already... it was said to be fixed in some 306.x driver.
    The problem: my compute shader sometimes reads 0 from a texture.
    There was some not...
  4. @Danielkr: make sure you try to read the info...

    @Danielkr:
    make sure you try to read the info log straight after linking without an additional validate in between.
    Validate overwrites the info log message, which may be a reason why you get an...
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    oh, ok, thanks. I also get an GL_INVALID_VALUE...

    oh, ok, thanks.
    I also get an GL_INVALID_VALUE (+ base level inconsistent...) when rendering.
    However, I also have other, more *random* hangs, that I could not yet track down, which is why I...
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    Well, I am not claiming to have bug-free code....

    Well, I am not claiming to have bug-free code. However, I posted the super short and simple example and was hoping that someone gives me a hint, if I am missing something.
    I do not have other...
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    well, the really odd things are: - the same code...

    well, the really odd things are:
    - the same code worked before with a couple of drivers
    - I cannot imaging any simpler gl code fragment
    - adding some rendering before (without glclearbuffer) works...
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    ok, I guessed this, but it kind of seemed unreal....

    ok, I guessed this, but it kind of seemed unreal.
    A quick update: texid has a proper id different from 0, i.e., the texture was created.
    It's also not because of DSA, without, I get the same error....
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    [NV310.33] clear textures

    Hey guys,

    sorry about posting potential bugs in this forum, but the nvidia developer forums still seem to have problems.
    The following code worked with prev. drivers, but I get an error now...
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    [NV] imageSize() for write_only images

    Hey guys,

    the nvidia glsl compiler gives me errors, if I try to use imageSize() for write_only texture images. card: 560Ti
    write_only images are quite convenient as we can drop that image format...
  11. thank you for coming back to this issue. I'm...

    thank you for coming back to this issue.
    I'm using a 560Ti currently.
    It is good to hear, that you can confirm and resolve this bug.

    However, as mentioned in the original post, I also had an...
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    why are there only single channel atomics?

    Hi all,

    As you may have already guessed, what my question is:
    Why are imageAtomic operations only defined for single channel data (int, uint, float)? I'm not an hardware expert, but from my naive...
  13. [NV305.67 & NV306.63] compute shader texture sampling reads zero

    Hi there,

    I stumbled upon this bug(?) a couple of times by now:
    1. create a texture, make it immutable
    2. upload data from cpu to the texture
    3. bind texture to some texture unit (not image...
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