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Present to a window in mantle

It is sometimes needed to present only to a part of a window.Please, if its not so big problem, would you consider adding source point, dest point, width and height among the present parameters (to...

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

and in 14.7 RC.

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OpenGL 3.3 Geometry Shader High Memory Consumption

Hi there. I try it again, because the problem still remains. When I use the gs, the memory consumption grows by an unknown factor. As you can see in the images, CodeXL in the first image shows a memory...

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Re: glMapBuffer and secondary thread problem

glMapBuffer in 14.6 jul11 totally broken. Using only one thread causes same result(black screen or single dot in the centre of window)

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glMapBuffer and secondary thread problem

glDrawArray doesn't draw anything when using secondary thread + glMapBuffer(thread receive pointer and use it as a buffer) to update data in VBO. Example code:  #include <thread> #include...

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OpenGL SSBO not working

I'm trying to use SSBO but it looks like they don't work. I don't know if it's my fault or driver's fault (I'm using Catalyst 14.4).  Here's application side: GLuint nBuffer; glGenBuffers(1,...

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Re: Is there an AMD API for setting up a custom resolution with custom sync...

Hi, you can check if the functions provided by ADL will work for you. You can get ADL...

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Re: Is there an AMD API for setting up a custom resolution with custom sync...

Thanks!!!

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Re: glMapBuffer and secondary thread problem

looking at your code, the thread is joined with the main thread after the draw call. What synchronization do you have in place to make sure the buffer is not being modified during the draw call ?Using...

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Re: Re: glMapBuffer and secondary thread problem

#include <thread> #include <cstring> #include <GL/glew.h> #include <GLFW/glfw3.h> const char vsource [] = "#version 330 core\nin vec3 position;\nvoid main(void){gl_Position =...

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Re: glMapBuffer and secondary thread problem

The problem might be that you don't unmap your buffer before accessing its data with gl draw commands. Chris

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Re: glMapBuffer and secondary thread problem

The updated code you posted still doesn't have any form of synchronization. CPU based synchronization ( locks, mutexes etc ) will not help in this case and here is why. Whenever you issue a command to...

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Re: OpenGL 3.3 Geometry Shader High Memory Consumption

This memory problem is very annoying to be perfectly honest. And you know what is the funny thing about it, it only appears on my AMD graphics card. I do not have the same problem on my nVidia Card....

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Performance issue on OpenGL demo

Hi everyone, I'm developing a small demo for behaviour trees and I'm having some issues when running it on AMD hardware.I've tested my code with four configurations:     MacBook Pro (NVidia GT650M) -...

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Re: why the gl_ClipDistance[] doesn't work?

The problem is solved.The code is right. GPU is the key. When I change the AMD card to NVIDIA card, the code works well.

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GLSL Switch() Bug?

Well I've tried this on at least 2 AMD GPUs and get the same error so: When using a component of a vector in a switch statement, AMD's glsl compiler complains about it being nonscalar. It works fine on...

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Re: why the gl_ClipDistance[] doesn't work?

Hi! Try to size the gl_ClipDistance array in the shader and see if that solves it. (e.g. "out float gl_ClipDistance[6]").Although this shouldn't be needed if indexed with a constant integer (like you...

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how to get the quantity of drawn triangles or points in OpenGL?

In OpenGL,is there a build-in function that can get the quantity of drawn triangles or points?

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Re: how to get the quantity of drawn triangles or points in OpenGL?

Hi!No, there is no functionality built in OpenGL that handles this. That would be a higher level abstraction than what the API was designed to do. D3D doesn't do this either. One solution is to simply...

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Re: how to get the quantity of drawn triangles or points in OpenGL?

I clipped my model by setting clip planes. And i want to know the quantity of points or triangles that were drew before and after clipped. Then I can compare them to know the efficiency. Can AMD's own...

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