warning,version 410 is not yet complete
I had code a vertexshader. Then I use it on an AMD card,but it didn't work. I can't find what's wrong with the vertexshader. So I run it on a NVIDIA card and it work well. Then I compile it through...
View ArticleRe: how to get the quantity of drawn triangles or points in OpenGL?
With PerfStudio2, in the Frame Profile, you can use the Per-Draw Data counters. Under PrimitiveAssembly, you have PrimitivesIn, CulledPrims and ClippedPrims. If you profile with those counters...
View ArticleglCompressedTexImage2D returns GL_OUT_OF_MEMORY
Hi guys, Recently I am testing firepro W9100 and it has 16G memory. But when I tried to load bunches of textures (each with 16384x8192 but compressed with GL_COMPRESSED_RGB_S3TC_DXT1_EXT),it failed...
View ArticleRe: why the gl_ClipDistance[] doesn't work?
ionutcava 撰写: Try to size the gl_ClipDistance array in the shader and see if that solves it. (e.g. "out float gl_ClipDistance[6]"). Did you solve your problem by this? I tried,but it didn't work.
View ArticleGLSL compiler error: type mismatch for mix as select
Driver Packaging Version: 14.10.1006-140417a-171099CCatalyst Version: 14.4 Code:uvec4 func( ){ return mix( uvec4(0), uvec4(1), bvec4(true) ) ;} Error:error(#247) Function return does not match...
View ArticleRe: how to get the quantity of drawn triangles or points in OpenGL?
I have tried the PerfStudio2. After I connected it to my application,the Frame Debugger button and the Frame Profiler button is grey and can't be use. So I guess I should try Intel's Graphics...
View ArticleRe: GLSL compiler error: type mismatch for mix as select
Hi Alex, Try changing uvec4 to vec4. The documentation for mix is here: https://www.opengl.org/sdk/docs/man/html/mix.xhtml According to the OpenGL documentation, genType can be float vec2 vec3 or vec4....
View ArticleRe: warning,version 410 is not yet complete
Hi, Could you post your shader code if possible? If not, I'm just guessing that maybe your shader is using code newer than shader version 410. Try increasing the shader version number in your shader...
View ArticleRe: GLSL compiler error: type mismatch for mix as select
Thanks Tony. Ok, missed that. It is also in the QuickRef Card. Tu is for unsigned types.I was a bit tunnel visioned, because for relational functions, T also means Tu... Alex
View ArticleRe: warning,version 410 is not yet complete
Hi Tony,Even if I use a very simple vertex shader, it still show that "warning,version 410 is not yet complete;most version-specific features are present, but some are missing."Such as the following...
View ArticleglGetProgramResourceiv() not working in OpenGL 4.3 / 4.4
Dear AMD developers, I have recently come across a problem with the function mentioned above.After successfully compiling and linking my shaders I want to get the corresponding information to them. Now...
View ArticleRe: why the gl_ClipDistance[] doesn't work?
Sorry for the late reply. Here's how I'm setting clip planes in the vert shader and it's working fine for me on AMD, NVidia and Intel: #if defined(VERT_SHADER) outfloat...
View ArticleRe: warning,version 410 is not yet complete
That's just the reference compiler informing you that not all language features of ver 410+ are available for validation. It will try and check what it knows about, only. You'll get the same...
View ArticleRe: how to get the quantity of drawn triangles or points in OpenGL?
That's odd. If you connect to the server app with the client, and pause the server (the pause button in PerfStudio 2), the profiling buttons should become available after frame capturing completes....
View ArticleRe: Performance issue on OpenGL demo
Original answer posted here: http://www.gamedev.net/topic/659012-issue-with-opengl-demo-using-catalyst-drivers-linux-and-windows/#entry5168395 It seems that for this particular card GL_POINTS are...
View ArticleCompute Shaders and Memory Barriers
Greetings, I've been trying to learn about learn about the compute shader functionality that come with the relatively new OpenGL 4.3, however i have run into some problems that i cannot solve myself,...
View ArticleCompute Shaders and Memory Barriers
Greetings, I've been trying to learn about the compute shader functionality that come with the relatively new OpenGL 4.3, however i have run into some problems that i cannot solve myself, there are too...
View ArticleRe: Re: Re: glMapBuffer and secondary thread problem
You cannot use mapped buffer as source for glDraw* calls in OpenGL 3.3 (version "330" is specified in Your GLSL code). Change Your code to: // Map buffer before update float* data =...
View ArticleThe single worst problem in mantle i came across so far
It is the non-dynamic nature of the descriptor sets. In other words the fact that they can not be changed from within a command buffer. The simplest solution would be to break the currently recorded...
View ArticleAMD Crossfire don't work
I have a Laptop alienwere M18x R2spesCore I7 3630QM 2.40Ghz 4 cores CPU is 3.40Ghz cause of turboGPU 7970M CrossfireRam 32GB 1600Mhzwindows 8.1 64 bitwhen I play it says GPU 1 usage 99%GPU 2 usage...
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