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Type: Posts; User: pbrown

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    Yes. As I mentioned earlier in the thread...

    Yes. As I mentioned earlier in the thread (August 27), I had filed a Khronos bug on this issue after realizing that this behavior would be problematic. We decided to simply remove the restriction...
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    Jakob, I think I've root-caused it. It...

    Jakob,


    I think I've root-caused it. It should be easy to fix.

    It has nothing to do with the absence of barrier() in your shader, though you will need barrier() calls for more complex...
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    Yes, that's correct, though it would certainly be...

    Yes, that's correct, though it would certainly be possible to create a NVIDIA extension to GLSL that relaxes this restriction.

    The limitation on barrier() is inherited from tessellation control...
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    Jakob, Thanks for the feedback. I agree...

    Jakob,

    Thanks for the feedback.

    I agree that the first issue (not treating gl_WorkGroupSize as a constant expression) looks like a driver compiler bug, where it is treating it as an "in"...
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    Sorry I'm behind on looking at these forum...

    Sorry I'm behind on looking at these forum updates.

    The error with #extension GL_NV_shader_buffer_load is a compiler bug that I was able to reproduce. The fix was an oversight in the logic...
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    Someone already spotted that, and Piers...

    Someone already spotted that, and Piers root-caused and fixed the bug. Thanks for the helpful report and reproducer. If you have more issues that you suspect are likely driver things, feel free to...
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    You're also welcome to send me bug reports. My...

    You're also welcome to send me bug reports. My NVIDIA email ID is the same as my user ID on these forums.
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    I've confirmed that this is a recent regression,...

    I've confirmed that this is a recent regression, and might only be in the OpenGL 4.3 beta driver. I'll try to get this into the next beta driver.
  9. Re: Geforce 680GTX and bindless textures, OpenGL ext?

    Yes; the extension is not supported on Fermi or earlier NVIDIA GPUs.
  10. Re: Geforce 680GTX and bindless textures, OpenGL ext?

    That's about right. The extension spec was published on the NVIDIA developer site this morning:

    http://developer.download.nvidia.com/opengl/specs/GL_NV_bindless_texture.txt

    I've submitted it...
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    Re: NVIDIA releases OpenGL 4.2 drivers

    @Chris Lux: I've dug into our GLSL compiler and root caused your issue related to the "binding" layout qualifier and have a fix undergoing testing. As I mentioned above, you may be able to get...
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    Re: NVIDIA releases OpenGL 4.2 drivers

    It is legal. The "binding" part isn't covered in the ARB_shader_image_load_store extension, because the binding feature for samplers and images is in ARB_shading_language_420pack.

    I'll be...
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    Re: VertexAttribute Components Mixup

    No problem. I'm sorry for any difficulty this bug may have caused you.
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    Re: VertexAttribute Components Mixup

    Chris --

    Your bug report has been brought to my attention. You didn't mention it in your report, but I assume that you are running with a pre-Fermi GPU? I was able to reproduce the failure with...
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    Re: Migrating from XP to Win7x64 - UBO error

    Yes, that is exactly the problem. From the GLSL 4.00 spec (p. 41):

    To get an array of structures in a single buffer, you need to do something like:



    struct Sector
    {
    vec4...
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    Re: NVIDIA releases OpenGL 4.0 drivers

    There shouldn't be any difference in BindSampler behavior on NVIDIA GPUs between hardware versions, GeForce/Quadro, or OpenGL context versions. The first 3.3 driver did erroneously accept TEXTURE0...
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    Re: NVIDIA releases OpenGL 4.0 drivers

    On the site it's listed as only supported on OpenGL 4.0 hardware. Is there any technical reason for not making this available on 3.3 hardware?[/QUOTE]

    Yes, these formats require decompression...
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    Re: NVIDIA releases OpenGL 3.3 drivers

    That's correct. It has already been fixed and will appear in our next OpenGL driver release.



    As far as I can tell, an implementation is not required to report unreferenced uniforms in...
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    Re: Sampler: nVidia vs AMD OpenGL 3.3 drivers

    It appears that this is my fault. I will be fixing this today and it should appear in NVIDIA's next OpenGL driver release.

    We accept GL_TEXTURE0 because of the error in the "New Procedures and...
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    Re: Need help with NV_transform_feedback

    One of my colleagues at NVIDIA pointed me at this. I can't see anything obviously wrong from your description.

    It sounds like your basic approach works, since you can capture 8 vec4's in...
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    Re: 3D texture max dimension on NV cards

    This dimension limitation on the GeForce 7 GPUs is baked into the hardware. Texture address calculations are fairly complicated and the more address lines you have, the more chip area and design...
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    Re: 3D texture max dimension on NV cards

    Crud, I forgot to comment on the crash issue you described...

    From a quick scan of the relevant driver code, it appears that we are enforcing the wrong size limit for TEXTURE_3D targets. So we...
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    Re: 3D texture max dimension on NV cards

    NVIDIA's GeForce 7 series GPUs do not support 3D textures larger than 512 texels in any dimension, regardless of the amount of available video memory. That should be true under both OpenGL and...
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    Re: gluBuild3DMipmap and glu1.3

    Yes, it looks like glGenerateMipmapEXT is doing the wrong thing for array textures in the 97.02. It's supposed to work by generating mipmaps layer-by-layer, but it doesn't. I've filed a bug report,...
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    Re: OpenGL extension rumor

    Right, it seems that index offsetting is easy enough in such cases that it's only a minor annoyance. Perhaps a stronger argument might be to allow developers to unify OpenGL and D3D renderers, if...
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