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ShaXbee

OpenGL [SOLVED] DXT5 texture compression results in ATI driver crash

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Background: I've added DXT1, DXT3 and DXT5 texture support to project written in prehistoric BCB5. Problem: On NVIDIA DXT5 textures are working fine, but on ati on first rendered frame application terminates with error message pointing to atioglxx.dll. Error doesn't show up on drivers version <= 8.12 Code: I use code copied from example found on flipcode:

    AlphaValue fail(0, false);

    std::ifstream file(fileName.c_str(), ios::binary);

    char filecode[5];
    file.read(filecode, 4);
    filecode[4] = 0;

    if(std::string("DDS ") != filecode)
    {
        file.close();
        return fail;
    };

    DDSURFACEDESC2 ddsd;
    file.read((char*) &ddsd, sizeof(ddsd));

    DDS_IMAGE_DATA data;

    //
    // This .dds loader supports the loading of compressed formats DXT1, DXT3
    // and DXT5.
    //

    GLuint factor;

    switch( ddsd.ddpfPixelFormat.dwFourCC )
    {
        case FOURCC_DXT1:
            // DXT1's compression ratio is 8:1
            data.format = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
            factor = 2;
            break;

        case FOURCC_DXT3:
            // DXT3's compression ratio is 4:1
            data.format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
            factor = 4;
            break;

        case FOURCC_DXT5:
            // DXT5's compression ratio is 4:1
            data.format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
            factor = 4;
            break;

        default:
            file.close();
            return fail;
    }

    GLuint bufferSize = (ddsd.dwMipMapCount > 1 ? ddsd.dwLinearSize * factor : ddsd.dwLinearSize);

    data.pixels = new GLubyte[bufferSize];
    file.read((char*) data.pixels, bufferSize);

    file.close();

    data.width      = ddsd.dwWidth;
    data.height     = ddsd.dwHeight;
    data.numMipMaps = ddsd.dwMipMapCount;

    data.blockSize = (data.format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16);

    GLuint id;
    glGenTextures(1, &id);
    glBindTexture(GL_TEXTURE_2D, id);

    SetFiltering(true, fileName.find('#') != std::string::npos);

    GLuint size;
    GLuint offset = 0;

    // Load the mip-map levels
    for(int i = 0; i < data.numMipMaps; i++)
    {
        if(!data.width) data.width = 1;
        if(!data.height) data.height = 1;

        size = ((data.width + 3) / 4) * ((data.height+3)/4) * data.blockSize;

        glCompressedTexImage2D(GL_TEXTURE_2D, i, data.format, data.width,
            data.height, 0, size, data.pixels + offset);

        offset += size;

        // Half the image size for the next mip-map level...
        data.width /= 2;
        data.height /= 2;
    };

    delete[] data.pixels;
    return std::make_pair(id, data.format != GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
Solution: Borland C++ Builder by default doesn't ignore floating point exceptions which are ignored by MSVC. According to this thread: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=197907&page=1 [Edited by - ShaXbee on March 7, 2010 6:49:22 AM]

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Bump.

Edit:
It seems that textures with size <= 256x256 are working fine. I'm using nvdxt utility to compress images.

[Edited by - ShaXbee on March 7, 2010 5:16:40 AM]

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