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"Target doesn't match the texture's target." plus GL_INVALID_VALUE #1461
GL_INVALID_VALUE generated by app, but only if running through renderdoc.
Renderdoc will also report:
Run through renderdoc: gl error is generated.
Run stand alone: no gl error.
I tried to isolate the issue, and from what I can tell, it seems to be triggered by binding a GL_UNIFORM_BUFFER with glBindBuffer().
I've used renderdoc quite a bit, and never saw this behaviour before. I'm trying to find out what changed.
I can't investigate this without more information, ideally a repro case that shows the problem. I don't think that binding a uniform buffer with
If you can provide a sample either here or privately please get in touch. Otherwise it would be useful to know for example what the callstack is when the debug message is produced, or exactly what is happening when you detect
As soon as you load that capture file into renderdoc, you get:
Which I think is the cause of the GL error each frame, when the app runs in renderdoc.
This error, and the GL_INVALID_VALUE error are probably related.
In that capture there's a texture
Does that make sense with what your application is doing? It might be a mistaken capture, though to debug that I'd need to be able debug the application at capture time, or give you a build with extra logging enabled.
From the capture I can't tell where or when the
Thank you for catching that. I removed the glTexParameter calls for the MSAA texture.
The GL_INVALID_OPERATION error is now gone.
The GL_INVALID_VALUE is still there. I will zip up my build, if you want to take a look at it.
The issue seems to be a weird non-reflexive query on GL. If you bind a uniform buffer with