Log in to follow, share, and participate in this community. Not a member? Join Now! Hi all, using more than a single (mipmap) level in a call to glTexStorage3D() to allocate storage for a 2D texture array causes my application to use a huge amount of system memory. For example, after creating... Hello. I am here to discuss 2 problems that I got with using the Vulkan API on both Windows and Linux OS. First issue: I have a problem using Vsync with games/softwares that use the Vulkan API. Software like Dolphin,P... Hello, I cant use my AMD GPU Vulkan driver capabilities on my dual Intel/AMD GPU laptop (a Dell laptop). The Intel GPU Vulkan driver works as intended. I am using Windows 10 as my OS and I am using the latest AMD driv... tested on: AMD A9 9420 (integrated Radeon R530) using Window 10 64 bit and driver Adrenalin Edition 18.8.1 (18.30.01.01 RC5), atiglpxx.dll version 8.14.01.6564 Also reproducible on: OpenGL: 3.3.14568 Core Profil... I'm not sure if the developers are aware of this bug but I've had it a long time and have had to resort to glCopyImageSubData to avoid it. The issue occurs when you have a Texture of Format A and a Texture View of tha... Hi, I've created a simple scene to demonstrate this bug which is available here: https://bitbucket.org/justkarli/tessellated-instancing/src/master/ This scene contains a triangle that is tessellated an... I have an OpenGL program + a Compute Shader which cause inconsistent behaviour in conjunction with texture access from inside the CS. I have two textures which are activated and bound with glActiveTexture(GL_T... Mantle has it. Could this come to Vulkan? Actually most of my indirect dispatches end up with zero work, so lots of useless barriers. Writing command buffers directly form GPU would be another solution. I wrote incorrect code, and spend good half a day figuring out what is wrong. This is because AMD shader compiler crashes or reports weird errors log while compiling the shader. Lets look at this code: fl... Hi there. In lastest drivers i have some problem. Main opengl context created without msaa enabled. Created fbo with msaa (2x, 4x ... etc) and all draws happen here. Finally calls glBlitFramebuffer to defaul... My name is Stepan Gatilov (aka stgatilov), I am one of the developers of TheDarkMod game. I'll write the whole story from the very beginning for the sake of completeness. Note that the most important things will be a... Hello there, sorry to post here, but I can't open a thread in the forum 'OpenGL and Vulkan', so please move this post over there if possible. I have a question related to Vulkan and the AMD RX 560 GPU.... My game 'Forts' has a serious problem with AMD video cards when the monitor has FreeSync enabled and VSync is on, even if FreeSync is not enabled in Radeon Settings. At first frame rates are normal at 90 fps, ... Hello, I am using Texture Sharing between OpenGL and DirectX via the NV_DX_interop extension, and this kills the Radeon driver. To be precise, I am using the Spout2 Library (http://spout.zeal.co/ , htt... Edit: This issue has been solved, thanks to whoever it was that helped us We are making a free and open source game called Thrive and our biggest problem right now is that out compound clouds don't s... I guess this can be considered a kind-of follow up of Abysmal OpenGL performance (RX480) Basically.. I tried the my testcase on the following systems: Core 2 Duo E8400 + Radeon 7750: ~19 FPS Phenom II X4 965... My program work with old OpenGL driver. AMD Crimson 17.50.02 for Radeon HD 7950 Old driver create 4.5.13506 Forward-Compatible Context 23.20.15002.11 New driver create 4.5.13541 Core Profile Forward-Compatibl... Hello. I have simple opencl app with opengl texture interop which animates a picture and when i turn on vertical sync then i observe strong freezes. Why is it? Hi My laptop has intel(HD Graphics 4000) and amd(amd radeon hd 7600m). I use console app with glfw. For some reason I can't make this console app use amd graphics. I set high performance in ccc for this app bu... hello. I dont know if this is a bug but glTexSubImage3d wrongly uploads the texture. this is a texture uploaded by glTexImage3D (what should be) and this is glTexSubImage3d so is this is a bug?