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hugie
Journeyman III

10Bit OpenGL glReadPixels shifted bits problem?

Hi AMD Dev Team,

at our application occures "bad" results from glReadPixels when using 10 Bit Mode.

Hardware:

  • Dell M6500
  • AMD ATI FirePro M7740

Software:

  • Windows 10 Pro x64 10.0.10586

Driver:

  • Package: 15.20.1062.1004-150803a1-187674C
  • OpenGL: 6.14.10.13399

The color inside the test shaders is calculated with:

gl_FragColor = vec4( color/1024.0, color/1024.0, color/1024.0, 1.0);

or

gl_FragColor = vec4(...);

The pixel value is read with (delphi code):

glReadPixels( X, Y, 1, 1, GL_RGBA, GL_UNSIGNED_INT_10_10_10_2, @LUIntVar);

The output:

colorglReadPixels (UInt32) / (bin)
expected output (UInt32)/(bin)
0             3072/ 00000000000000000000110000000000                  3 / 00000000000000000000000000000011
11074793473 / 01000000000100000000110000000001      4198407 / 00000000010000000001000000000111
22149583874 / 10000000001000000000110000000010      8396811 / 00000000100000000010000000001011

3

3224374275 / 11000000001100000000110000000011

    12595215 / 00000000110000000011000000001111

4      4201476 / 00000000010000000001110000000100    16793619 / 00000001000000000100000000010011
vec4(1.0,0.0,0.0,0.0)      3146748 / 000000000011000000000011111111004290772992 / 11111111110000000000000000000000
vec4(0.0,1.0,0.0,0.0)3222269952 / 11000000000011111111000000000000      4190211 / 00000000001111111111000000000011
vec4(0.0,0.0,1.0,0.0)1069547523/  00111111110000000000000000000011            4092 / 00000000000000000000111111111100
vec4(0.0,0.0,0.0,1.0)            3072 / 00000000000000000000110000000000                  3 / 00000000000000000000000000000011

What might have gone wrong?

Is this on purpouse?

Is there an error in the driver?

When using an 8 Bit context and fetching the data via GL_UNSIGNED_BYTE, everything is fine.

When using the GL_UNSIGNED_INT_10_10_10_2 type, the output is shifted/corrupt(?)

Thx for your help

(edited: added vec4() colors and results)

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