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Re: glMultiDrawElementsIndirect() system hangs

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Hi,

 

Just to be clear, it sounds like you're seeing two problems here. First is that if you have a single draw in the indirect buffer with a count of zero indices, then the GPU hangs. The second is that if you call glMultiDrawElementsIndirect with a draw count of zero, then you see corruption or hangs. Is that correct?

 

The first sounds like a known issue that we resolved many months - actually well over a year ago, so it is surprising if it came back, We'll have to investigate.

 

The second also sounds like a separate bug.

 

Do you have an indirect parameter buffer bound, or are you trying to use client memory for this? It looks from your code snippet it looks like you're using a buffer, but I want to confirm that.

 

Thanks,

 

Graham


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