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OpenGL & Vulkan

HM_Karpi
Journeyman III

Product crashes at startup with latest drivers

Hi

I am Adrien Grosjean, CTO and lead dev at DigitalEssence, we develop HeavyM, a video mapping software:
Our users all encounter various malfunctions when using 22.11.2 graphics driver version or greater, it makes our product unusable.
We reproduced the issue on a RX 5600M : version 22.11.2 makes the software either freeze or crash at startup
Now, in version 23.2.2 we have no OpenGL rendering (despite the absence of error raised) : the canvas area and the output windows are black.
We tell our customers to downgrade to 22.5.1 which behaves fine, but we can not take that as a long term solution.
One can easily reproduce the bug by downloading the demo version here, and start the tutorial (menu bar > "Help" > "Start Tutorial"). On a working environment, 3 triangles should show in the canvas.
We hope the team can fix the issue in a near future.

Have a great day,
Regards
Adrien Grosjean

0 Likes
1 Solution
dipak
Big Boss

Here is the OpenGL team's feedback on the above issue:

"It looks like an application logic issue.

Defined in the shader:

uniform sampler2D processedImage;

Then the application assigns sampler to texture slot “1”

glGetUniformLocation(program = 22, name = "processedImage") = 2
glUniform1i(location = 2, v0 = 1)

But, later binds texture 2d to slot 0:

glUseProgram(program = 22)
glActiveTexture(texture = GL_TEXTURE0)
glBindTexture(target = GL_TEXTURE_2D, texture = 8 )

"

Thanks.

View solution in original post

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3 Replies
dipak
Big Boss

Hi @HM_Karpi ,

Thanks for reporting it. I have whitelisted you and moved the post to the OpenGL developers forum.

I will report the issue to the OpenGL team.

Thanks.

dipak
Big Boss

Hi @HM_Karpi ,

The OpenGL team was able to reproduce the rendering issue ("the canvas area and the output windows are black"). They have filed a bug ticket to investigate it. Once I get any further update on this, I will share with you.

Thanks.

dipak
Big Boss

Here is the OpenGL team's feedback on the above issue:

"It looks like an application logic issue.

Defined in the shader:

uniform sampler2D processedImage;

Then the application assigns sampler to texture slot “1”

glGetUniformLocation(program = 22, name = "processedImage") = 2
glUniform1i(location = 2, v0 = 1)

But, later binds texture 2d to slot 0:

glUseProgram(program = 22)
glActiveTexture(texture = GL_TEXTURE0)
glBindTexture(target = GL_TEXTURE_2D, texture = 8 )

"

Thanks.

0 Likes