Am 02.02.2017 um 16:00 schrieb Roland Scheidegger: > Am 02.02.2017 um 09:11 schrieb Andrew A.: >> Thank you for the help! It was indeed an incomplete texture issue. >> Setting the MIN/MAG filters to GL_NEAREST ended up resolving it. >> >> I did have one other question -- why is this considered a silent >> non-error condition? > I did put quotation marks around that :-). > Incomplete textures have been like that since day one in OpenGL (or > rather, since GL got support for textures). Not considered an error, you > just get all black, even though really everybody would consider that an > error in practice... > Maybe it's because this error is only detectable at draw command time, > and there weren't really any errors which got detected (and returned as > such) with draw commands then (just invalid parameters of draw itself). > Albeit this is no longer the case now. But really I have no idea... And > yes it is annoying and sometimes makes for interesting debugging > (especially since some vendors don't actually implement it as literal as > the spec says in cases the filters don't matter and don't even warn > about it...).
I forgot to mention, mesa can warn about this - MESA_DEBUG=incomplete_tex should do it with a debug build. Maybe though this should always be logged through KHR_debug (especially since in contrast to incomplete fbos, there's just no way to query it from GL), I'm not familiar with that part... Roland > Roland > >> Even with KHR_debug enabled and set to use >> DEBUG_SEVERITY_NOTIFICATION, I don't seem to get any error or warning >> messages about this. >> It seems like incomplete textures would be a very handy thing to know >> about when debugging. >> >> Thanks again, >> >> Andrew >> >> On Wed, Feb 1, 2017 at 5:31 PM, Roland Scheidegger <[email protected]> >> wrote: >>> Am 01.02.2017 um 05:32 schrieb Andrew A.: >>>> Are there any known issues with using usampler2D on a GL_R32UI texture >>>> in llvmpipe from within a VS/FS? I'm getting expected results on >>>> Nvidia drivers (proprietary), but not with mesa llvmpipe (always get >>>> zero). >>> >>> Not that I know of. There should be plenty of tests testing this. >>> My best guess is your texture is incomplete - nvidia is known to ignore >>> this for some cases but mesa would not. >>> This would affect all mesa drivers presumably, not just llvmpipe. >>> (This silent "non-error condition" is quite nasty and non-obvious in >>> some cases - for instance if you use texelFetch which ignores all >>> ordinary texture parameters such as wrap modes or filtering, however >>> according to OpenGL rules the texture would still be incomplete >>> depending on min/mag filter - and I know nvidia would ignore this >>> particular case.) >>> >>> Roland >>> > > _______________________________________________ > mesa-dev mailing list > [email protected] > https://lists.freedesktop.org/mailman/listinfo/mesa-dev > _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
