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Re: GLSL vertex shader compile sometimes fails

Additional information: The problem also occurs on an ATI Radeon 3000 with the latest available driver. If you don't enable GL_VERTEX_PROGRAM_TWO_SIDE, the problem does not occur. A Visual C++ project...

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WGL_ARB_create_context

Hi, I try to create an OpenGL 3.1 forward compatible rendering context with wglCreateContextAttribsARB.I use this tokens :   WGL_CONTEXT_MAJOR_VERSION_ARB, 1,  WGL_CONTEXT_MINOR_VERSION_ARB, 0,...

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Re: glPushDebugGroup() broken in 13.12 WHQL drivers

This is still broken in the latest 14.3 v1.0 drivers. OpenGL Version: 4.3.12798

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Re: WGL_ARB_create_context

I'm not sure what your intent here is, but those flags don't seem right. You need these flags: WGL_CONTEXT_MAJOR_VERSION_ARB, 3,WGL_CONTEXT_MINOR_VERSION_ARB, 1,WGL_CONTEXT_FLAGS_ARB,...

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Re: WGL_ARB_create_context

Hello Graham,thanks for your reply. If  I use this flags the context are created but nothing is drawn.. my code is :      int attribList[] =     {         WGL_CONTEXT_MAJOR_VERSION_ARB, 1,...

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glProgramBinary crashes in 14.3 driver

glProgramBinary is crashing with my 14.3b1 driver (on an HD 5800/Win7 64-bit). Access violation writing location 0x00000000. atioglxx.dll!69b03e7e()Unknown[Frames below may be incorrect and/or missing,...

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[OpenGL][Linux]Memory leaks in the fglrx driver ?

Hello,I recently coded a program which simply creates a OpenGL context with GLX and X11, I made sure to quit the program properly and to delete everything I allocated but valgrind keeps saying : HEAP...

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Re: glPushDebugGroup() broken in 13.12 WHQL drivers

Hi, We've investigated the issue. We're incorrectly setting an error when this function is called outside of a debug context. If you create a debug context, it should work. We have fixed the problem in...

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Re: glPushDebugGroup() broken in 13.12 WHQL drivers

Thanks for the update, it is appreciated!

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atikmdag.sys causing BSOD

Hello i have been having huge issue here. I have been getting BSOD when playing games and also watching youtube. I have already tried something like switching and expanding the atikmdag.sys from a...

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Re: glTexSubImage2D crash with RGB texture in 13.12 drivers (regress from...

And in 14.3.

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Disable GLSL code optimizations for the windows driver?

Is there any way to turn of the GLSL code optimizations for the windows driver (catalyst)?

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AMD Catalyst 13.4 - 14.3 - GL_ARB_multi_draw_indirect BUG

I noticed the MultiDrawElementsIndirect ignores baseInstance in commands. It always has zero value.I hope this very useful feature will be implemented.

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Re: AMD buffer binding bug?

I faced wrong SSBO behaviour on AMD platform too.But not sure is it binding problem or bug in reading operation from array of structures in shader.

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Re: glTexSubImage2D crash with RGB texture in 13.12 drivers (regress from...

I'm getting a similar crash myself. Large texture, GL_RGB format, but I'm passing the data in via glTexImage2D rather than glTexSubImage2D and it crashes in glDrawArrays when I use the texture. The...

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Re: AMD Catalyst 13.4 - 14.3 - GL_ARB_multi_draw_indirect BUG

Hi, This may be a known where, in compatibility profiles where the indirect commands are located in system memory, the base instance is not propagated to the GPU. If this is the case, please try...

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Re: AMD Catalyst 13.4 - 14.3 - GL_ARB_multi_draw_indirect BUG

Yes, this method works. Thanks for an advice.

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GLSL compiler bug (possibly) using 13.12 / 14.3

I currently get a very uninformative compilation error when trying to compile a shader. It's automatically generated and contains a bit of unnecessary stuff, so bare with me .  #version 430 subroutine...

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Re: GLSL compiler bug (possibly) using 13.12 / 14.3

I at least figured out why it failed to compile, and it was because the 'saturation' variable wasn't being used in any subroutine. So I guess it goes optimized away, and I can only assume the signature...

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Re: GLSL compiler bug (possibly) using 13.12 / 14.3

It also seems to be some kind of graphical bug caused by the subroutines. This is the image generated when the above shader managed to compile:Notice the edges not being shaded? It shouldn't be like...

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