Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualYours3!f

Posted 24 November 2012 - 09:48 AM

Hi,

I'm trying to do some rendering to cube maps, and I ran into this bug.

the code below crashes on the glCheckFramebuffer() call, on this machine :
xUbuntu 12.04 64 bit, Catalyst 12.8 64 bit, AMD A8-4500M
I believe this is a driver bug, because the frame stack ended there.
So is this one? Or am I doing something wrong?

  GLuint cubemap_tex = 0;
  int w = 256;
  int h = 256;

  glGenTextures( 1, &cubemap_tex );
  glBindTexture( GL_TEXTURE_2D, cubemap_tex );

  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );

  GLuint cubemap_fbo = 0;

  glGenFramebuffers( 1, &cubemap_fbo );
  glBindFramebuffer( GL_FRAMEBUFFER, cubemap_fbo );

  GLenum mode = GL_COLOR_ATTACHMENT0;
  glDrawBuffers( 1, &mode );

  glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, cubemap_tex, 0 );

  GLenum error_code = glCheckFramebufferStatus( GL_FRAMEBUFFER ); //crashes here
  glBindFramebuffer( GL_FRAMEBUFFER, 0 );

Best regards,
Yours3lf

#3Yours3!f

Posted 24 November 2012 - 09:47 AM

Hi,

I'm trying to do some rendering to cube maps, and I ran into this bug.

the code below crashes on the glCheckFramebuffer() call, on this machine :
xUbuntu 12.04 64 bit, Catalyst 12.8 64 bit, AMD A8-4500M
I believe this is a driver bug, because the frame stack ended there.
So is this one? Or am I doing something wrong?

  GLuint cubemap_tex = 0;
  int w = 256;
  int h = 256;

  glGenTextures( 1, &cubemap_tex );
  glBindTexture( GL_TEXTURE_2D, cubemap_tex );

  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );

  GLuint cubemap_fbo = 0;

  glGenFramebuffers( 1, &cubemap_fbo );
  glBindFramebuffer( GL_FRAMEBUFFER, cubemap_fbo );

  GLenum mode = GL_COLOR_ATTACHMENT0;
  glDrawBuffers( 1, &mode );

  glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, cubemap_tex, 0 );

  GLenum error_code = glCheckFramebufferStatus( GL_FRAMEBUFFER ); //crashes here
  glBindFramebuffer( GL_FRAMEBUFFER, 0 );

Best regards,
Yours3lf

#2Yours3!f

Posted 24 November 2012 - 09:47 AM

Hi,

I'm trying to do some rendering to cube maps, and I ran into this bug.

the code below crashes on the glCheckFramebuffer() call, on this machine :
xUbuntu 12.04 64 bit, Catalyst 12.8 64 bit, AMD A8-4500M
I believe this is a driver bug, because the frame stack ended there.
So is this one? Or am I doing something wrong?

  GLuint cubemap_tex = 0;
  int w = 256;
  int h = 256;

  glGenTextures( 1, &cubemap_tex );
  glBindTexture( GL_TEXTURE_2D, cubemap_tex );

  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );

  GLuint cubemap_fbo = 0;

  glGenFramebuffers( 1, &cubemap_fbo );
  glBindFramebuffer( GL_FRAMEBUFFER, cubemap_fbo );

  GLenum mode = GL_COLOR_ATTACHMENT0;
  glDrawBuffers( 1, &mode );

  glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, cubemap_tex, 0 );

  GLenum error_code = glCheckFramebufferStatus( GL_FRAMEBUFFER ); //crashes here
  glBindFramebuffer( GL_FRAMEBUFFER, 0 );

Best regards,
Yours3lf

#1Yours3!f

Posted 24 November 2012 - 09:45 AM

Hi,

I'm trying to do some rendering to cube maps, and I ran into this bug.

the code below crashes on the glCheckFramebuffer() call, on this machine :
xUbuntu 12.04 64 bit, Catalyst 12.8 64 bit, AMD A8-4500M
I believe this is a driver bug, because the frame stack ended there.
So is this one? Or am I doing something wrong?

GLuint cubemap_tex = 0;
  int w = 256;
  int h = 256;
  glGenTextures( 1, &cubemap_tex );
  glBindTexture( GL_TEXTURE_2D, cubemap_tex );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA16F, w, h, 0, GL_RGBA, GL_FLOAT, 0 );
  GLuint cubemap_fbo = 0;
  glGenFramebuffers( 1, &cubemap_fbo );
  glBindFramebuffer( GL_FRAMEBUFFER, cubemap_fbo );
  GLenum mode = GL_COLOR_ATTACHMENT0;
  glDrawBuffers( 1, &mode );
  glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, cubemap_tex, 0 );
  GLenum error_code = glCheckFramebufferStatus( GL_FRAMEBUFFER );
  glBindFramebuffer( GL_FRAMEBUFFER, 0 );

Best regards,
Yours3lf

PARTNERS