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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 !

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Violation 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 =...

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Re: Old ATI DX9 Tessellation SDK

Is there any progress on this issue?

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Re: 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...

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Re: 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....

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Re: 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...

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Re: Violation access with cl_event from GLsync usage

Thanks for the feedback.

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Re: 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.

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Re: Old ATI DX9 Tessellation SDK

Andre, sadly, I don't.

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TressFX: 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...

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Re: 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...

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Re: 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...

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Conservative 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...

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Re: 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...

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GLSL 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...

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Re: 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...

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Re: 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...

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Re: 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,...

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Re: 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.

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Re: 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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