Sign in to follow this  
karwosts

OpenGL Updated my (nvidia) driver, now RTT is broken?

Recommended Posts

In my application I'm rendering my scene into a cubemap, so I create the cubemap texture and then render the scene 6 times into the six faces. I've had this working fine for some time, but I just recently updated my driver for my NVIDIA 8800.

Now when I try to run the program with the new driver, I get GL_FRAMEBUFFER_UNSUPPORTED when I try to create my framebuffer. Anyone have any experience with this error?


glGenTextures(1,&_texHandle);
glBindTexture(GL_TEXTURE_CUBE_MAP,_texHandle);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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);
for(uint side = 0;side<6;side++){
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+side, 0, GL_RGBA, resolution, resolution, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);//I don't need mipmaps, but I thought this might help my error.
glBindTexture(GL_TEXTURE_CUBE_MAP,0);
GLCHECKERROR();


GLuint framebuffer;
glGenFramebuffers(1,&framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER,framebuffer);

glm::mat4 proj = OpenGL::PerspectiveProject(90,1,1,0.1f,1000);

GLint viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);

for(uint side=0;side<6;side++){
glm::mat4 view;
switch(side){
case 0: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(1,0,0),glm::vec3(0,-1,0));break;
case 1: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(-1,0,0),glm::vec3(0,-1,0));break;
case 2: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(0,1,0),glm::vec3(0,0,1));break;
case 3: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(0,-1,0),glm::vec3(0,0,-1));break;
case 4: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(0,0,1),glm::vec3(0,-1,0));break;
case 5: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(0,0,-1),glm::vec3(0,-1,0));break;
}
//+x/-x/+y/-y/+z/-z
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X+side,_texHandle,0);
OpenGL::CheckFramebufferError(GL_DRAW_FRAMEBUFFER); //GL_UNSUPPORTED_FRAMEBUFFER


}



I saw this on opengl.org, but I'm not sure if it applies to me. How can I tell if my texture is 'complete'? I've set the min/max filters and even called generate mipmaps.
Quote:

Warning: NVIDIA's OpenGL driver has a known issue with using incomplete textures. If the texture is not texture complete, the FBO itself will be considered GL_FRAMEBUFFER_UNSUPPORTED, or will have GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT. This is a driver bug, as the OpenGL specification does not allow implementations to return either of these values simply because a texture is not yet complete. Until this is resolved in NVIDIA's drivers, it is advised to make sure that all textures have mipmap levels, and that all glTexParameteri values are properly set up for the format of the texture. For example, integral textures are not complete if the mag and min filters have any LINEAR fields.

Share this post


Link to post
Share on other sites
Guess I can just put this down to a screwy driver install. Reinstalled it with driver cleaner and the problem went away. Thought something suspicious was going on when it was taking 100ms to render a simple untextured cube :)

Share this post


Link to post
Share on other sites
Hey, can you tell me what driver version is infected and what could work?
I suddenly experience similar stupid behaviour and cannot figure a working driver :( November 16, 2010 (GPU Caps show this, I guess it is 260.99, i.e. the newest one now) driver does not seem to work on both my GTS250 as 9600GSO.

Share this post


Link to post
Share on other sites
Unfortunately I never found a resolution to this yet. I thought that upgrading my drivers fixed the issue, but a few days later it started creeping back up again.

What I constantly found happening was that after running my program a few times it started having all sorts of crazy problems: GL_OUT_OF_MEMORY errors everywhere, rendering SUPER slow (took 10 whole seconds to render a frame that used to render at 60fps), and these random framebuffer errors.

Its like there was some memory leak that was filling up my GPU, and once it got to the limit it stopped working, and the only solution I found was to reboot my computer, then everything would be fine for a day or two.

It seemed to work fine as long as I properly exited my program every time (manually deleted all the textures and framebuffers), but anytime my program exited uncleanly either through an exception or through abortion through the debugger it started happening again, it's like windows wasn't properly cleaning up the context when the program terminated.

Don't know if this is anything like your issue, but that's been my experience.

Share this post


Link to post
Share on other sites
yea but this has been going on now for 5 months or so... and this is a regression, something that should be easy to track down.

I have the EXACT same problem.

I have had this problem with my Quadro and posted a thread about it on here somewhere.

sucks that it still hasnt been resolved. i brought it up on nvidias website months ago as well and nobody at nvidia acknowledged the problem last time i checked, yet there are a lot of people encountering it... pretty frustrating.

Share this post


Link to post
Share on other sites
Same here. I found that killing dwm.exe on Vista helped a bit when the problem occurs. But it comes back after some time and sooner or later I have to reboot. I managed to get GLexpert running to get more info but all I could find was that all occurring errors are related to some out of memory condition. For instance when binding a FBO the first time the driver tries to allocate memory for all attached textures/renderbuffers. When this fails it returns GL_FRAMEBUFFER_UNSUPPORTED.

I'm chasing this issue for month now and didn't find anything in our code that could cause this. gDebugger shows no resource leaks and even if there were some the driver should release all resources when the application exits.

I really would like to report this to nVidia but it's nearly impossible to make a simple repro case. But since it's nearly impossible to become a registered nvidia developer nowadays I wouldn't even know how to submit it anyway. :-/

If any of you has found any solution or workaround please post it here. This is driving me crazy.

Share this post


Link to post
Share on other sites
I'm sure it must be an unfixed bug in their driver. I'd suggest trying older ones unless you need the latest ones for some reason. I went back to 197.13 and haven't had any problems (yet), thought I haven't stressed it very much yet.

Share this post


Link to post
Share on other sites
I stumbled across this extension which is able to give some information about the memory as seen by the driver:
http://developer.download.nvidia.com/opengl/specs/GL_NVX_gpu_memory_info.txt

Under Vista or Win7 these values are global ones for all processes. I notices that for me these two numberse increase of time and over several restarts of the application:

GPU_MEMORY_INFO_EVICTION_COUNT_NVX
GPU_MEMORY_INFO_EVICTED_MEMORY_NVX

I discovered that these two numbers increase when my app resizes an opengl window while it is still hidden. For instance this happened in our editor that shows the opengl window after doing the hole opengl setup and preparing the layout for all windows. This involves resizing the render window. After that the main editor window is shown. I can reproduce this with a simple example app. I have not tested yet if the is really our original problem but it's the only clue I have right now.

Edit:
Here is a repro case for this in case you are still interested:
[source lang=cpp]
#pragma comment(lib, "glut32.lib")
#include "glut.h"
#include <stdio.h>

#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047
#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048
#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049
#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A
#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B

void PrintVideoMemory()
{
static GLint evicted=0;
GLint vidmem=0, mem_available=0, vidmem_available=0, evicted_count=0, evicted_size=0;
glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &vidmem);
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &mem_available);
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &vidmem_available);
glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evicted_count);
glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evicted_size);

if (evicted!=evicted_count)
{
printf("evicted_count=%d, evicted_size=%dkb, vidmem_available=%dkb\n",
evicted_count, evicted_size, vidmem_available);

evicted=evicted_count;
}
}

void renderScene(void)
{
static bool flip=true;
flip=!flip;

glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);

glVertex3f(-0.5,-0.5,0.0);
glVertex3f(0.5,0.0,0.0);
glVertex3f(0.0,0.5,0.0);
glEnd();
glutSwapBuffers();
PrintVideoMemory();

if (flip)
glutReshapeWindow(300,200);
else
glutReshapeWindow(300,300);
}



int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowPosition(100,100);
glutInitWindowSize(100,100);

glutCreateWindow("resoource leak provoker");
glutHideWindow(); //comment this to make the leak disappear

glutDisplayFunc(&renderScene);
glutIdleFunc(&renderScene);
glutMainLoop();

return 0;
}

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      627736
    • Total Posts
      2978868
  • Similar Content

    • By DelicateTreeFrog
      Hello! As an exercise for delving into modern OpenGL, I'm creating a simple .obj renderer. I want to support things like varying degrees of specularity, geometry opacity, things like that, on a per-material basis. Different materials can also have different textures. Basic .obj necessities. I've done this in old school OpenGL, but modern OpenGL has its own thing going on, and I'd like to conform as closely to the standards as possible so as to keep the program running correctly, and I'm hoping to avoid picking up bad habits this early on.
      Reading around on the OpenGL Wiki, one tip in particular really stands out to me on this page:
      For something like a renderer for .obj files, this sort of thing seems almost ideal, but according to the wiki, it's a bad idea. Interesting to note!
      So, here's what the plan is so far as far as loading goes:
      Set up a type for materials so that materials can be created and destroyed. They will contain things like diffuse color, diffuse texture, geometry opacity, and so on, for each material in the .mtl file. Since .obj files are conveniently split up by material, I can load different groups of vertices/normals/UVs and triangles into different blocks of data for different models. When it comes to the rendering, I get a bit lost. I can either:
      Between drawing triangle groups, call glUseProgram to use a different shader for that particular geometry (so a unique shader just for the material that is shared by this triangle group). or
      Between drawing triangle groups, call glUniform a few times to adjust different parameters within the "master shader", such as specularity, diffuse color, and geometry opacity. In both cases, I still have to call glBindTexture between drawing triangle groups in order to bind the diffuse texture used by the material, so there doesn't seem to be a way around having the CPU do *something* during the rendering process instead of letting the GPU do everything all at once.
      The second option here seems less cluttered, however. There are less shaders to keep up with while one "master shader" handles it all. I don't have to duplicate any code or compile multiple shaders. Arguably, I could always have the shader program for each material be embedded in the material itself, and be auto-generated upon loading the material from the .mtl file. But this still leads to constantly calling glUseProgram, much more than is probably necessary in order to properly render the .obj. There seem to be a number of differing opinions on if it's okay to use hundreds of shaders or if it's best to just use tens of shaders.
      So, ultimately, what is the "right" way to do this? Does using a "master shader" (or a few variants of one) bog down the system compared to using hundreds of shader programs each dedicated to their own corresponding materials? Keeping in mind that the "master shaders" would have to track these additional uniforms and potentially have numerous branches of ifs, it may be possible that the ifs will lead to additional and unnecessary processing. But would that more expensive than constantly calling glUseProgram to switch shaders, or storing the shaders to begin with?
      With all these angles to consider, it's difficult to come to a conclusion. Both possible methods work, and both seem rather convenient for their own reasons, but which is the most performant? Please help this beginner/dummy understand. Thank you!
    • By JJCDeveloper
      I want to make professional java 3d game with server program and database,packet handling for multiplayer and client-server communicating,maps rendering,models,and stuffs Which aspect of java can I learn and where can I learn java Lwjgl OpenGL rendering Like minecraft and world of tanks
    • By AyeRonTarpas
      A friend of mine and I are making a 2D game engine as a learning experience and to hopefully build upon the experience in the long run.

      -What I'm using:
          C++;. Since im learning this language while in college and its one of the popular language to make games with why not.     Visual Studios; Im using a windows so yea.     SDL or GLFW; was thinking about SDL since i do some research on it where it is catching my interest but i hear SDL is a huge package compared to GLFW, so i may do GLFW to start with as learning since i may get overwhelmed with SDL.  
      -Questions
      Knowing what we want in the engine what should our main focus be in terms of learning. File managements, with headers, functions ect. How can i properly manage files with out confusing myself and my friend when sharing code. Alternative to Visual studios: My friend has a mac and cant properly use Vis studios, is there another alternative to it?  
    • By ferreiradaselva
      Both functions are available since 3.0, and I'm currently using `glMapBuffer()`, which works fine.
      But, I was wondering if anyone has experienced advantage in using `glMapBufferRange()`, which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance?
      Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
    • By xhcao
      Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness. 
  • Popular Now