Bug with PVRVFrame SDK 3.0

This topic contains 7 replies, has 3 voices, and was last updated by  chris 4 years, 11 months ago.

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  • #31101

    Ganaboy
    Member

    Hello,

    I noticed that i am unable to render to floating/half float texture in the SDK 3.0 release of the PVRVFrame(i.e nothing is rendered)
    It was working nice in the other release that i have SDK(2.09).

    Basically i am trying to downsample the depth texture for post processing and particle rendering.

    However SDK 2.09 has issue with specifying the max Texture levels for a texture.
    The texture levels is really important for making a tiling texture atlas.

    Thanks and Regards,
    Ganaboy

    #36490

    Ganaboy
    Member

    Also noticed another bug.
    I am unable to create a Depth/stencil texture in sdk 3.0 it was totally fine in sdk 2.09
    It seems like all extensions are not working?

    Is there something to enable the extensions?

    Need some help regarding this , since i am stuck 🙁

    Thanks and regards,
    Ganaboy

    #36491

    Joe Davis
    Member

    Hi,

    One of the features that was introduced since 2.9 is the hardware profile selection. A hardware profile can be selected in the PVRVFrameGUI companion app using the “Profile” drop-down box.

    Can you check which Profile you currently have selected? If it’s not already chosen, can you select the “Host (OpenGL)” profile and try running your app again?

    Thanks,
    Joe

    #36492

    Ganaboy
    Member

    Hey Joe,

    Thanks for the reply. I tried setting it to OpenGL(host) and other profiles but no luck there.
    Can u confirm this bug? otherwise maybe i have done something wrong while integrating the library?

    However with SDK 2.09 everything is nice.Except for the GL_TEXTURE_MAX_LEVEL_APPLE extension.

    If it is of any Help. When i use SDK 3.0 and link libEGL.lib and libEGLesv2.lib . i get a lot of linker warnings saying that the symbols are already defined in libEGL.lib ( None of the examples in sdk seem to have this problem)

    Thanks and regards,
    Ganaboy

    #36493

    Joe Davis
    Member

    If this is a bug, we’re not aware of it.

    Does the log in the PVRVFrameGUI app show any errors or warnings when you launch your application?

    Thanks,
    Joe

    #36494

    Ganaboy
    Member

    Hey Joe,

    Thanks a lot for the suggestion i found the bug :). I was precompiling a lot of shaders and warning was right at the top.
    Feel so silly lol.

    The following error occurred in glTexImage2D:
    (500) GL_INVALID_ENUM

    Error:
    “Value (34041) GL_DEPTH_STENCIL is not supported by the host system. (Extension ‘GL_OES_texture_packed_depth_stencil’ is required.)”

    //for the following half float texture it gives
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_SurfaceWidth,g_SurfaceHeight, 0, GL_RGBA, GL_HALF_FLOAT_OES, 0);

    Parameter [type] is not an accepted value

    I have an amd radeon 6950 and latest catalyst drivers. The extension is not present in Kronos website. Or in the glGetString().

    The strange thing is it was working with SDK 2.09 and also SDK 2.10

    Any suggestions how to fix this?

    Thanks and regards.
    Ganaboy

    #36495

    Ganaboy
    Member

    Hey joe,

    I replaced some code in the Deferred Shading examples to make use half float textures and Depth-stencil texture
    in sdk 3.0

    here is the replacement code – of course i have used glGentextures and glFrameBufferTexture2D

    glBindTexture(GL_TEXTURE_2D, m_uiGBufferDepthBuffers);
    glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_STENCIL_OES, m_iFboWidth, m_iFboHeight, 0,GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    This does not work and the application shutsdown.
    However half float and depth stencil textures are fine in sdk 2.09 and 2.10

    Can u confirm this Joe?

    Waiting on a fix 🙂 or any solution.

    Thanks and regards,
    Ganaboy

    #36496

    chris
    Moderator

    Hi Ganaboy

    I haven’t had a chance to test this yet but I will file it as a bug and get to it as soon as possible. Thanks for your patience!

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