Re: TressFX port on OpenGL, sync issues in Release Mode : catalyst bug ?
Oops you're right, I forgot to initialise some value in my structs passed as constant buffers. Thank for the help !
View ArticleViolation access with cl_event from GLsync usage
Hi, Using R9 290X with Catalyst 14.12 on Windows 8.1 I'm trying to use OpenCL for TressFX simulation :YAGF/tfx-ocl.cpp at master · vlj/YAGF · GitHubThe relevant part of the code is : int err =...
View ArticleRe: Old ATI DX9 Tessellation SDK
By coincidence, I pinged internally the day before you posted this, but I still haven't heard. I'm going to ramp up the heat a bit. I don't know that we can provide what you want, but at least we can...
View ArticleRe: Old ATI DX9 Tessellation SDK
And the answer is in: it is not available. Just FYI - for tools we keep the previous version readily available. Sometimes we'll have a slightly deeper stack, but typically you can go one version back....
View ArticleRe: Violation access with cl_event from GLsync usage
With luck, one of the engineers can take a look at this next week. We have it on the radar. Just making sure everyone knows, silence != we're ignoring you. We can't get to everything, and some of what...
View ArticleRe: Old ATI DX9 Tessellation SDK
Thank you very much for your reply. It is a pity that this sample is not saved in your archive. But maybe you have contact details for the person who did it? I would try to contact him.
View ArticleTressFX: First rendering pass is 5x slower than dx11 counterpart
Hi, Again about TressFX in OpenGL : the full OpenGL version (ie without OpenCL) works and display similar output as DX11 SDK.However I have poor performance with the first pass (which fills per pixel...
View ArticleRe: TressFX: First rendering pass is 5x slower than dx11 counterpart
Hi, Your shader looks fine. My guess is that we're hitting some kind of performance issue related to incrementing the atomic counter. If everything needed to run the sample is in the GitHub repo you...
View ArticleRe: TressFX: First rendering pass is 5x slower than dx11 counterpart
Thanks for your feedback, I included source of all deps Inside the repo, it only requires CMake to generate the visual studio solution. (which should be located in a subfolder inside YAGF/ folder, I...
View ArticleConservative Rendering
Hi, I need for my application that every drawing produce at least one pixel output (even if this is an empty triangle = 3 identical points). NVidia have an extension (GL_NV_conservative_raster) to...
View ArticleRe: Conservative Rendering
Hi Tof, Some of our hardware can support functionality similar to that in the NVIDIA extension you mention, but we are currently not shipping an extension of our own. We will likely hold off until we...
View ArticleGLSL compute shader incompatibilities
Hello,in my project, I use GLSL compute shaders (version 430) and I have two problems with the application when running on AMD Radeon R9 270X graphics card. I tried with Catalyst 14.12 and 15.3...
View ArticleRe: Conservative Rendering
Thanks for your answer. In fact, It was 3 identical points in final pixel coordinates, but 3 different points in vec(x,y,z).I need this because I must not loose any data information when displaying...
View ArticleRe: Violation access with cl_event from GLsync usage
Some additional information : With Catalyst 15.3 the issue still appears, but if I run it with CodeXL debugger I don't have crash. However "output" console in VS 2013 get spammed with : CodeXL - Debug...
View ArticleRe: Conservative Rendering
For obvious reasons, we can't answer a question about when something is going to show up. Particularly in this case because it is an open standard, and we're dependent not only on our own engineering,...
View ArticleRe: GLSL compute shader incompatibilities
Thanks for the report. I have passed that on to the engineers. If they have questions or suggestions, they'll jump into the thread.
View ArticleRe: Shader Storage Buffer object : type or qualifier changed between vertex...
In fragment, it not use out gl_PerVertex to declare pipeline between vertex and fragment stages.You may use "in gl_ClipDistance[] " to declare input corresponding to vertex 's...
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