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compute shader image store frustration

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I'm trying to store some values into a texture using image store, however when I grab the data back with glGetTexImage() I get weird values (3131961357 ???).

I'm on AMD A8-4500m win7 64 bit Catalyst 13.12, no errors etc.


cpu side:

//set up texture
GLuint tex = 0;
glGenTextures( 1, &tex );
glBindTexture( GL_TEXTURE_1D, tex );
glTexImage1D( GL_TEXTURE_1D, 0, GL_R32UI, 32, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, 0 );


//render using compute shader
glUseProgram( shader );

glBindImageTexture( 0, tex, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI );

glDispatchCompute( 32, 1, 1 );

glFinish(); //not really needed just to make sure

//get back results
unsigned data[32] = {0};
glBindTexture( GL_TEXTURE_1D, tex );

compute shader:

#version 430
layout(local_size_x = 1) in; //local workgroup size

layout(location=0, r32ui) uniform uimage1D result;

void main()
  ivec2 global_id = ivec2( gl_GlobalInvocationID.xy ); //this should go [0...31] right?

  imageStore(result, int(global_id.x), uvec4(1)); //write to each pixel of the texture 1

what am I doing wrong?


edit: seems like these are the same values as if the compute shader didn't run at all. Sooo the stores aren't happening or what...



you need to put


after glTexImage1D on AMD. aaaaaaaaaaaaaaargh :D


best regards,


Edited by Yours3!f

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