Ogre Version: 1.12.9
Operating System: Win10
Render System: OGL3+
Quadro RTX 4000
Hi,
Using the default PassthroughGP.glsl (#version 150) crashes my app. If I remove that shader from my material everything works fine.
For this test I'm not passing any params between shaders so I can keep the PassthroughGP shader as is. There are no shader compilation issues as far as I can tell.
Any help I can get will be most welcome
Thanks in advance
Shem
Geometry Shader crash
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Re: Geometry Shader crash
I've compared the log files with and without the geometric shader and there are no differences.
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Re: Geometry Shader crash
hasCapability(RSC_GEOMETRY_PROGRAM) passed
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Re: Geometry Shader crash
Geometry shader sample in SampleBrowser works fine
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Re: Geometry Shader crash
OK, so the silent crash is due mesh creation using OT_LINE_LIST.
I've obviously missed something so now to find out what.
I've obviously missed something so now to find out what.
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Re: Geometry Shader crash
This was helpful:
viewtopic.php?t=94617
But for now I just created a different material for the line renderables with a GS using layout(lines) and while I'm still not seeing what I think I should be seeing, at least there's no more silent crash.
viewtopic.php?t=94617
But for now I just created a different material for the line renderables with a GS using layout(lines) and while I'm still not seeing what I think I should be seeing, at least there's no more silent crash.
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Re: Geometry Shader crash
So...While the app doesn't crash anymore, any renderable using the new material doesn't have any supported techniques which is bad.
The only difference between the material that has supported techniques and the one that doesn't is the addition of the passthrough geometry shader.
The investigation continues...
The only difference between the material that has supported techniques and the one that doesn't is the addition of the passthrough geometry shader.
The investigation continues...
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Re: Geometry Shader crash
OK. Turns out I'm an idiot. One often is in hindsight. I had assumed that since the mesh creation was done using OT_LINE_LIST the layout output would be line_list which isn't a valid output_primitive for the GS. Once I changed it to line_strip everything worked as expected.
https://www.khronos.org/opengl/wiki/Geometry_Shader
Hope this helps someone
And thank you Pavel for that heart - made me feel I wasn't talking to myself
Now to actually do something useful with that GS
https://www.khronos.org/opengl/wiki/Geometry_Shader
Hope this helps someone
And thank you Pavel for that heart - made me feel I wasn't talking to myself
Now to actually do something useful with that GS