- #OPENGL 4.3 VS RADEON R6 GRAPHICS DRIVERS#
- #OPENGL 4.3 VS RADEON R6 GRAPHICS UPDATE#
- #OPENGL 4.3 VS RADEON R6 GRAPHICS CODE#
- #OPENGL 4.3 VS RADEON R6 GRAPHICS SERIES#
Hi kd-11, thanks for your report, this issue has been solved, the fix has been released in the current driver. Hello, thanks for your report, we will investigate this.
#OPENGL 4.3 VS RADEON R6 GRAPHICS DRIVERS#
The sample works fine on all other drivers I have tried. The error is not real, as can be demostrated with the attached sample and source code. So it's going to make optimization decisions based on that assumption. Furthermore, if you're doing compute by co-opting the rendering pipeline, OpenGL drivers will still assume that you're doing rendering. When the texture is created with mutable storage, readback works but when immutable is used it does not.Īlso note that while the trigger is a pack operation, setting the unpack state to swap bytes also will cause the GL_OUT_OF_MEMORY error. Also, OpenGL compute shaders require 4.x-capable hardware, while OpenCL can run on much more inferior hardware. Compiled binary is provided for convenience as well as the source. A sample application is attached which attempts to isolate the problem. The core of the problem is that when a texture is created with immutable storage, pixel transfer operations with endianness swap will always fail with GL_OUT_OF_MEMORY.
#OPENGL 4.3 VS RADEON R6 GRAPHICS SERIES#
I have tested this on several AMD cards from the 7000 series to the RX 480 and 580.
#OPENGL 4.3 VS RADEON R6 GRAPHICS CODE#
I have encountered a rather interesting bug with pixel transfer operations. This code sample demonstrates the creation of a texture in OpenGL 4.3 that has a sub-region updated by an OpenCL C kernel running on Intel Processor Graphics with Microsoft Windows.
Here's the discussion for those interested: ĭiscussion transcription for those who can't open the link:
#OPENGL 4.3 VS RADEON R6 GRAPHICS UPDATE#
Please update your driver to Adrenalin 19.4.3 or newer. This fix first shipped on AMD drivers 19.4.3, so you should update your drivers to at least that version if you intend to use RPCS3 with OpenGL and you have an AMD GPU.įor those who don't get to see this piece of information, RPCS3 should throw a fatal error if this bug is hit on older drivers and tell users Memory transfer failure (AMD bug). This bug impacted RPCS3's performance on AMD GPUs while using OpenGL because pixel transfer operations with endianness swap on the GPU always failed on the affected drivers, so we had to manually byteswap texel data on the CPU. You can find some more screenshots in the screenshot-folder: More Screenshots :).AMD just finally fixed one of the driver bugs u/kd-11 (our lead graphics developer) reported to them exactly 1 year ago. So, here are some more screenshots, because screenshots are awesome :) Was curious whether or not the card supports openGL 4.5. While the simulation runs, you can move around (always looking to the center!) with your mouse (left-klick and move) and zoom in/out with your mouse (right click and move up/down). OSX is not supported as the available OpenGL version does not reach 4.3. Unix-Libraries: xorg-dev and mesa-common-devīoth GLEW (The OpenGL Extension Wrangler Library) and GLFW (Window-Manager) are now included locally, so no system wideįor a system wide installation, further information is available under the following links:Ĭompiling and running should work under windows. The following system attributes are required for running this simulation:Ī graphics card supporting OpenGL version 4.3 (For the compute-shader!). It should run on other machines as well but is not
I tested an ran this simulation on a debian-based Linux OS (Ubuntu, Mint. Particles are attracted and accelerated by these points. There are several global randomly moving attraction points. The movement itself is computed using an Euler integration method for each particle. When a particle dies, it respawnes in its negated (x,y,z) position. Using the knowledge I gathered from this project, more complex, fascinating and fast projects are possible, which use the power ofĮach particle has a life span in which it fades from red (new born) to blue (about dying). This particle simulation is more like a proof of concept for myself or others, to show and understand how compute shaders in OpenGL work. Particle-Simulation using the GPU via the OpenGL Compute-Shader