1) This is a bug we'll fix asap.
2) You could use uint(uintBitsToFloat(pos.length())) as a work around.
3) It should be pos.length(). pos.length probably produces a compile error.
4) I'm not sure...
Type: Posts; User: Piers Daniell
1) This is a bug we'll fix asap.
2) You could use uint(uintBitsToFloat(pos.length())) as a work around.
3) It should be pos.length(). pos.length probably produces a compile error.
4) I'm not sure...
You can ignore the "GL_INVALID_OPERATION error generated" part of the debug output message. This is a bug in the driver and this message was given the wrong debug type and debug category by mistake....
The issue you found with "g_uniform != gl_MaxComputeWorkGroupCount" is another bug. We'll fix this shortly.
Thanks, I was able to reproduce the problem with your new sample. This is a bug in our driver. Before ARB_shader_storage_buffer_objects, which allows the last element of a buffer to be an unsized...
I wasn't able to reproduce the "array access is out of bounds" error. I did need to add something like "layout(local_size_x=16, local_size_y=16) in;" to avoid a different error. What driver are you...
We have found the bug in our driver that's causing textures to not work properly with compute shaders. This issue is fixed and will be released soon with a new driver update.
In the mean time you...
Thanks for the information. I failed to reproduce this with my GF108, but I am able to reproduce with a GF104, which matches your GPU. I will investigate the issue.
I modified my repro app as pasted below, using GL_RGBA32F and glTexImage2D, but I was still unable to reproduce a problem. Does my app work for you? What GPU are you using?
typedef GLfloat...
I was not able to reproduce a problem with the code pasted below. Could you provide some code that reproduces the issue. Are you sampling the texture with texture() or texelFetch()?
int...
Thanks for the bug report. The issue with "sharedBuf[1 + gl_LocalInvocationID.x]" under Linux will be fixed in the next OpenGL 4.3 beta driver, which is scheduled for the end of next week.
The...
Hi oscarbg
Thanks for the bug reports. We have looked at the g-truc OpenGL 4.3 samples and have a few driver fixes pending. There are also a few bugs in the OpenGL 4.3 samples, which I have...
This bug has now been fixed and will be included in the next beta release. As a work-around you can modify the NULL pointer you use with glBindData to be a non-NULL pointer, for example just use...
Hi guiboi,
I have reproduced the issue you report and I will investigate the problem and implement a fix. I'll let you know when you can expect to see the fix in an OpenGL 4.3 beta driver update....
I think if you installed a driver with version 304.32 you probably didn't use the OpenGL 4.3 beta driver, which is version 304.15.00.02 for Linux. See here for the driver location:...
It appears we missed support for GL_TEXTURE, GL_FRAMEBUFFER and GL_RENDERBUFFER. All the others are supported. This is a trivial fix and it'll be in the next beta update next week. Sorry for the...
GLEW 1.9.0 has also been released which includes support for OpenGL 4.3:
http://glew.sourceforge.net/
This will make using the new API easier.
Could you post a minimal shader and GL call sequence that shows the problem.
The first beta from the new r285 family of driver has just been posted to nvidia.com as version 285.27. Note that this specific driver does not contain the gl_PerVertex fix, atomic counter...
@Chris Lux
Sorry I haven't got back to you on this yet. I had some trouble downloading from dropbox at work. If you get a chance, please see if 280.47 fixes this issue. In the meantime I'll try to...
@robotech_er
Thanks for the bug report. This problem with memoryBarrier() is an oversight. It will be fixed in a future driver.
@Alfonse Reinheart
Hmm, gl_PrimitiveID has apparently been broken...
I have posted updated OpenGL 4.2 developer preview drivers to the usual location: http://developer.nvidia.com/opengl-driver.
The new version is 280.47 for Windows and 280.10.01.04 for Linux.
...
@mfort
I was able to reproduce this issue and I have now fixed the bug. I'll try to get a new driver released soon. Hopefully this same fix will help Chris too.
@Chris
Any chance I could get a more detailed repro for your case?
@mfort
I think I can easily recreate your case. I'll investigate soon.
@Chris Lux
I'll investigate this bug and respond soon.
@mfort
> But when I enable the mipmaps then creating textures with glTexStorage2D is about 10 times slower then calling glTexImage2D(..., NULL) for each level.
With the latest 280.36 driver the...