Log in to follow, share, and participate in this community. Not a member? Join Now! Hi guys, I am integrating Mali ES Emulator into UE4. After some modification it can run, but caused a null reference. Here is the stack: ->nvoglv64.dll!000000005116a090() Unknown nvoglv64.dl... This appears to be a regression in the OpenGL drivers, possibly a recent one. It's the exact same issue as Crashes when using GL_ARB_bindless_texture with AMD drivers Verified using the minimal repro... Hello. It looks like the RX 5700 XT with the latest driver (19.9.2, 19.9.3) do not react on texture LOD bias (GL_TEXTURE_LOD_BIAS) param. We have a number of GPUs, both AMD and Nvidia here in CI rack. Since we... Hi guys, I am a game programmer using UE4, I am integrating Mali OpenGLES Emulator into UE4. After some modification, I met the situation that the shader cannot be compiled, it throw a exception in the dll of the emu... Hello, I ran into an issue with glDrawBuffers and MRT when disabling certain buffers. Consider this (simplified) fragment shader #version 150 core
out vec4 Color0;
out vec4 Color1;
out vec4 Color2;... I work on the RPCS3 emulator and since the new driver came out, OpenGL no longer works. This doesn't seem isolated to the application as replaying traces on affected hardware causes replay applications like renderdoc ... I have a laptop with Intel 620 and extenal RX 580 in Akitio Node Thunderbolt 3 case. When connecting eGPU and running vulkaininfo only the Intel 620 gpu is enumerated and then I get an error: vulkaninfo.h:881: fa... I've recently purchased an RX 470(Asus mining edition) to get access to AMD's suite of awesome profiling tools, for Vulkan development. Alas, under Adrenalin 19.12.2(and I've installed the optional 19.12.3 today), Vu... I'm making a game graphics engine with some screen-space processing (that's important), and figured out that our game runs incredibly slow on AMD gpus. Investigation showed that the problem is in writing to no... When using AMD Graphics Hardware, fragment shaders fail to compile when using the GL_ARB_conservative_depth extension although the extension is advertised as supported by the driver. I encounter this error on ... Hello. I'm having troubles with picking correct device for Vulkan-OpenGL interop. On our PCs with AMD cards, OpenGLreports slightly different device UUID than Vulkan does. I use the following code to get Open... Hello AMD Community, I have an issue with the interoperablility functionality. Small description: - Create vulkan image and bind it to the memory with external memory functionality. - Get Win32Handle of it. - Imp... Hi everyone, my name is Jacques I was supposed to post in "OpenGL & Vulkan" as suggested by developer xhuang, but since I am a newcomer I am only allowed to post here. I am having performance and bug issu... Hi everyone, a few people on the Graphics forum has notified me of struggling with performance issues with Radeon drivers in Unreal Engine 4 games such as squad. I would just like to share it on the driver dev... Hi everyone, Here are my specs, Windows 10 Professional 64-bit (up to date) 16GB (8x2) HyperX Fury DDR3 1866Mhz RAM AMD FX 8350 stock clocks MSI Radeon RX 480 Gaming X 8G (19.5.1) MSI 990FXA Motherboard (... The attached SPIR-V vertex module fails to build on AMD's proprietary drivers and in RGA's offline compiler. To reproduce grab that file (in its binary or text form) into RGA as a vertex shader and attempt to build it... I created context wglCreateContextAttribsARB with: WGL_SUPPORT_OPENGL_ARB, GL_TRUE,\ ... In old drivers there was a bug in getting the current GPU time on Vega GPUs, as described also here: glGetInteger64v(GL_TIMESTAMP, ...) broken on Vega This was fixed in later drivers, but the behavior i... Hello. Is there any option to render with any API to display which is connected to device, but not attached to Windows desktop? I need to render some signal on graphics output and need to be sure that no mouse pointer... I'm (indirectly via Qt's QOpenGLTexture) using EXT_direct_state_access to upload textures to the GPU. With the EXT version of DSA, I should be able to call glGenTextures to get a texture name, call glTextureStora...