- User Since
- Oct 7 2012, 2:37 AM (318 w, 5 d)
Wed, Nov 14
I can't reproduce this problem.
|OS:||Windows 10 - 64 bits|
|Renderer:||Intel(R) HD Graphics 4000|
|Version:||4.0.0 - Build 10.18.10.5059|
Tue, Nov 13
Solved by rBc39d5a6c88dc
- The crash occurs when you call glUseProgram with some programs made in another glcontext;
- I found 3 programs with the same problem (one with shader effect_ssr_frag.glsl, one with lightprobe_planar_display_frag.glsl, and one with effect_downsample_frag.glsl);
- They all have at least one uniform of texture;
- Two of them have the "uniform sampler2DArray probePlanars;"
- The other only has the "uniform sampler2D source;"
- No matter when the program is called the crash always occurs in the other glcontext.
- The program with the effect_ssr_frag.glsl shader can be solved if one of the uniforms samplers is removed from it.
Fri, Nov 9
I can reproduce the bug on windows 64bits with Intel(R) HD Graphics 4000 and driver 4.0.0 - Build 10.18.10.4885.
Crash in glUseProgram with a program using the effect_ssr_frag.glsl shader and #define STEP_RESOLVE.
The crash is related to the get_scene_color function.
It is strange that this program works well in the 3dview. (Probably some status changes when entering the rendering context).
Fixed by rBb43ce7908fbb
Thu, Nov 8
Tue, Nov 6
Mon, Nov 5
Sun, Nov 4
Sat, Nov 3
Fri, Nov 2
Thu, Nov 1
Thanks for the report.
(It was my mistake).
Tue, Oct 30
- partial correction committed in rBbf5ba496989e;
- Create and use GPU_depth_range.
In this case really makes no difference. (it was more to indicate that the batch was removed, which would be good to avoid).
Mon, Oct 29
I do not know if this works differently on other OS, but empty string does not just clears the text.
How can we clear the text in header since we can not pass a NULL string in python?
The description says: "no argument clears the text". Should that part in the description be removed?
Fri, Oct 26
I like to compare GPUVertBuff with a structured numpy array.
- Both store a buffer (however the GPUVertBuff sends the buffer to the GPU).
- Both need to describe how to read the buffer. The GPUVertFormat is equivalent to the numpy dtype. The difference is that GPUVertFormat also describes how the buffer should be interpreted by the shader (with fetch).
Thu, Oct 25
- Update to latest blender2.8
- Fix selection of bones`In Front` not working properly.
Wed, Oct 24
Fixed by rB4f85982c6f66
It's working now.
Tue, Oct 23
- test verts->dirty_flag against 0
Mon, Oct 22
Fri, Oct 19
Thu, Oct 18
Wed, Oct 17
Oct 17 2018
Oct 16 2018
Oct 15 2018
Oct 14 2018
I have some theories, but I'm not sure why the compiler is buggy in this driver.
Here is the solution I have found:
We still need to benchmark (and do other tests).