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Compute shaders taking FBOs as input yields error messages. #1184
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Debug log: Known pipe types:
wglGraphicsPipe
(all display modules loaded.)
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_pixel_format 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_multisample 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_create_context 1
:display:gsg:glgsg(debug): GL_VENDOR = NVIDIA Corporation
:display:gsg:glgsg(debug): GL_RENDERER = NVIDIA GeForce GTX 1080/PCIe/SSE2
:display:gsg:glgsg(debug): GL_VERSION = 4.6.0 NVIDIA 471.41
:display:gsg:glgsg(debug): GL_VERSION decoded to: 4.6
:display:gsg:glgsg(debug): GL_SHADING_LANGUAGE_VERSION = 4.60 NVIDIA
:display:gsg:glgsg(debug): Detected GLSL version: 4.60
:display:gsg:glgsg(debug): HAS EXT GL_ARB_compatibility 1
:display:gsg:glgsg(debug): Using compatibility profile
:display:gsg:glgsg(debug): GL Extensions:
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility
GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays GL_ARB_base_instance
GL_ARB_bindless_texture GL_ARB_blend_func_extended
GL_ARB_buffer_storage GL_ARB_clear_buffer_object
GL_ARB_clear_texture GL_ARB_clip_control
GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted GL_ARB_conservative_depth
GL_ARB_copy_buffer GL_ARB_copy_image
GL_ARB_cull_distance GL_ARB_debug_output
GL_ARB_depth_buffer_float GL_ARB_depth_clamp
GL_ARB_depth_texture GL_ARB_derivative_control
GL_ARB_direct_state_access GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect GL_ARB_draw_instanced
GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4 GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image GL_ARB_gl_spirv
GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64
GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel
GL_ARB_half_float_vertex GL_ARB_imaging
GL_ARB_indirect_parameters GL_ARB_instanced_arrays
GL_ARB_internalformat_query GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range GL_ARB_multi_bind
GL_ARB_multi_draw_indirect GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile
GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage
GL_ARB_program_interface_query GL_ARB_provoking_vertex
GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness GL_ARB_sample_locations
GL_ARB_sample_shading GL_ARB_sampler_objects
GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding GL_ARB_shader_clock
GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store GL_ARB_shader_image_size
GL_ARB_shader_objects GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod
GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100
GL_ARB_shading_language_420pack GL_ARB_shading_language_include
GL_ARB_shading_language_packing GL_ARB_shadow
GL_ARB_sparse_buffer GL_ARB_sparse_texture
GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp
GL_ARB_spirv_extensions GL_ARB_stencil_texturing
GL_ARB_sync GL_ARB_tessellation_shader
GL_ARB_texture_barrier GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range GL_ARB_texture_compression
GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax
GL_ARB_texture_float GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels GL_ARB_texture_query_lod
GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8
GL_ARB_texture_storage GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle GL_ARB_texture_view
GL_ARB_timer_query GL_ARB_transform_feedback2
GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array
GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_EXTX_framebuffer_mixed_formats GL_EXT_Cg_shader
GL_EXT_abgr GL_EXT_bgra
GL_EXT_bindable_uniform GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test
GL_EXT_direct_state_access GL_EXT_draw_buffers2
GL_EXT_draw_instanced GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 GL_EXT_import_sync_object
GL_EXT_memory_object GL_EXT_memory_object_win32
GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample
GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil
GL_EXT_packed_float GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage
GL_EXT_provoking_vertex GL_EXT_raster_multisample
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_semaphore GL_EXT_semaphore_win32
GL_EXT_separate_shader_objects GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix GL_EXT_shadow_funcs
GL_EXT_sparse_texture2 GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D
GL_EXT_texture_array GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
GL_EXT_texture_filter_minmax GL_EXT_texture_integer
GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object
GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod
GL_EXT_texture_shared_exponent GL_EXT_texture_storage
GL_EXT_texture_swizzle GL_EXT_timer_query
GL_EXT_transform_feedback2 GL_EXT_vertex_array
GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit
GL_EXT_win32_keyed_mutex GL_EXT_window_rectangles
GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
GL_KHR_context_flush_control GL_KHR_debug
GL_KHR_no_error GL_KHR_parallel_shader_compile
GL_KHR_robust_buffer_access_behavior GL_KHR_robustness
GL_KHR_shader_subgroup GL_KTX_buffer_region
GL_NVX_blend_equation_advanced_multi_draw_buffers
GL_NVX_conditional_render GL_NVX_gpu_memory_info
GL_NVX_gpu_multicast2 GL_NVX_linked_gpu_multicast
GL_NVX_multigpu_info GL_NVX_nvenc_interop
GL_NVX_progress_fence GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility GL_NV_alpha_to_coverage_dither_control
GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture GL_NV_blend_equation_advanced
GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor
GL_NV_blend_square GL_NV_clip_space_w_scaling
GL_NV_command_list GL_NV_compute_program5
GL_NV_conditional_render GL_NV_conservative_raster
GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles
GL_NV_copy_depth_to_color GL_NV_copy_image
GL_NV_depth_buffer_float GL_NV_depth_clamp
GL_NV_draw_texture GL_NV_draw_vulkan_image
GL_NV_explicit_multisample GL_NV_feature_query
GL_NV_fence GL_NV_fill_rectangle
GL_NV_float_buffer GL_NV_fog_distance
GL_NV_fragment_coverage_to_color GL_NV_fragment_program
GL_NV_fragment_program2 GL_NV_fragment_program_option
GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough GL_NV_gpu_multicast
GL_NV_gpu_program4 GL_NV_gpu_program4_1
GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64 GL_NV_gpu_shader5
GL_NV_half_float GL_NV_internalformat_sample_query
GL_NV_light_max_exponent GL_NV_memory_attachment
GL_NV_memory_object_sparse GL_NV_multisample_coverage
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2 GL_NV_path_rendering
GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range
GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_query_resource GL_NV_query_resource_tag
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_sample_locations GL_NV_sample_mask_override_coverage
GL_NV_shader_atomic_counters GL_NV_shader_atomic_float
GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned
GL_NV_shader_thread_group GL_NV_shader_thread_shuffle
GL_NV_stereo_view_rendering GL_NV_texgen_reflection
GL_NV_texture_barrier GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_multisample
GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed
GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_timeline_semaphore
GL_NV_transform_feedback GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_NV_viewport_array2 GL_NV_viewport_swizzle
GL_OVR_multiview GL_OVR_multiview2
GL_S3_s3tc GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
GL_WIN_swap_hint WGL_ARB_buffer_region
WGL_ARB_context_flush_control WGL_ARB_create_context
WGL_ARB_create_context_no_error WGL_ARB_create_context_profile
WGL_ARB_create_context_robustness WGL_ARB_extensions_string
WGL_ARB_make_current_read WGL_ARB_multisample
WGL_ARB_pbuffer WGL_ARB_pixel_format
WGL_ARB_pixel_format_float WGL_ARB_render_texture
WGL_ATI_pixel_format_float WGL_EXT_colorspace
WGL_EXT_create_context_es2_profile WGL_EXT_create_context_es_profile
WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB
WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control
WGL_EXT_swap_control_tear WGL_NVX_DX_interop
WGL_NV_DX_interop WGL_NV_DX_interop2
WGL_NV_copy_image WGL_NV_delay_before_swap
WGL_NV_float_buffer WGL_NV_multigpu_context
WGL_NV_multisample_coverage WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle
:display:gsg:glgsg(debug): HAS EXT GL_EXT_debug_marker 0
:display:gsg:glgsg: gl-debug enabled.
:display:gsg:glgsg(debug): HAS EXT GL_ARB_vertex_program 1
:display:gsg:glgsg(debug): HAS EXT GL_ARB_fragment_program 1
:display:gsg:glgsg(debug): HAS EXT GL_NV_gpu_program5 1
:display:gsg:glgsg(debug): HAS EXT GL_NV_framebuffer_multisample_coverage 1
:display:gsg:glgsg(debug): Occlusion query counter provides 32 bits.
:display:gsg:glgsg(debug): HAS EXT GL_EXT_texture_mirror_clamp 1
:display:gsg:glgsg(debug): max texture dimension = 32768, max 3d texture = 16384, max 2d texture array = 2048, max cube map = 32768
:display:gsg:glgsg(debug): max_elements_vertices = 1048576, max_elements_indices = 1048576
:display:gsg:glgsg(debug): vertex buffer objects are supported.
:display:gsg:glgsg(debug): Supported compressed texture formats:
GL_COMPRESSED_RGB_S3TC_DXT1_EXT
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
GL_PALETTE4_RGB8_OES
GL_PALETTE4_RGBA8_OES
GL_PALETTE4_R5_G6_B5_OES
GL_PALETTE4_RGBA4_OES
GL_PALETTE4_RGB5_A1_OES
GL_PALETTE8_RGB8_OES
GL_PALETTE8_RGBA8_OES
GL_PALETTE8_R5_G6_B5_OES
GL_PALETTE8_RGBA4_OES
GL_PALETTE8_RGB5_A1_OES
GL_COMPRESSED_RGB8_ETC2
GL_COMPRESSED_SRGB8_ETC2
GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
GL_COMPRESSED_RGBA8_ETC2_EAC
GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
GL_COMPRESSED_R11_EAC
GL_COMPRESSED_SIGNED_R11_EAC
GL_COMPRESSED_RG11_EAC
GL_COMPRESSED_SIGNED_RG11_EAC
GL_COMPRESSED_RGBA_ASTC_4x4_KHR
GL_COMPRESSED_RGBA_ASTC_5x4_KHR
GL_COMPRESSED_RGBA_ASTC_5x5_KHR
GL_COMPRESSED_RGBA_ASTC_6x5_KHR
GL_COMPRESSED_RGBA_ASTC_6x6_KHR
GL_COMPRESSED_RGBA_ASTC_8x5_KHR
GL_COMPRESSED_RGBA_ASTC_8x6_KHR
GL_COMPRESSED_RGBA_ASTC_8x8_KHR
GL_COMPRESSED_RGBA_ASTC_10x5_KHR
GL_COMPRESSED_RGBA_ASTC_10x6_KHR
GL_COMPRESSED_RGBA_ASTC_10x8_KHR
GL_COMPRESSED_RGBA_ASTC_10x10_KHR
GL_COMPRESSED_RGBA_ASTC_12x10_KHR
GL_COMPRESSED_RGBA_ASTC_12x12_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
:display:gsg:glgsg(debug): HAS EXT GL_ARB_bindless_texture 1
:display:gsg:glgsg(debug): HAS EXT GL_EXT_stencil_two_side 1
:display:gsg:glgsg(debug): max lights = 8
:display:gsg:glgsg(debug): max clip planes = 8
:display:gsg:glgsg(debug): max texture stages = 4
:display:gsg:glgsg(debug): Supported program binary formats:
:display:gsg:glgsg(debug): 0x8E21
:display:gsg:glgsg(debug): Supported Cg profiles:
:display:gsg:glgsg(debug): vp20
:display:gsg:glgsg(debug): fp20
:display:gsg:glgsg(debug): vp30
:display:gsg:glgsg(debug): fp30
:display:gsg:glgsg(debug): arbvp1
:display:gsg:glgsg(debug): fp40
:display:gsg:glgsg(debug): arbfp1
:display:gsg:glgsg(debug): vp40
:display:gsg:glgsg(debug): glslv
:display:gsg:glgsg(debug): glslf
:display:gsg:glgsg(debug): glslg
:display:gsg:glgsg(debug): gp4fp
:display:gsg:glgsg(debug): gp4vp
:display:gsg:glgsg(debug): gp4gp
:display:gsg:glgsg(debug): gp5fp
:display:gsg:glgsg(debug): gp5vp
:display:gsg:glgsg(debug): gp5gp
:display:gsg:glgsg(debug): gp5tcp
:display:gsg:glgsg(debug): gp5tep
:display:gsg:glgsg(debug): Cg GLSL version = CG_GL_GLSL_120
:display:gsg:glgsg(debug): Cg latest vertex profile = gp5vp
:display:gsg:glgsg(debug): Cg latest fragment profile = gp5fp
:display:gsg:glgsg(debug): Cg latest geometry profile = gp5gp
:display:gsg:glgsg(debug): basic-shaders-only #f
:display:gsg:glgsg(debug): Cg active vertex profile = gp5vp
:display:gsg:glgsg(debug): Cg active fragment profile = gp5fp
:display:gsg:glgsg(debug): Cg active geometry profile = gp5gp
:display:gsg:glgsg(debug): shader model = 5.0
:display:gsg:glgsg(debug): HAS EXT WGL_EXT_swap_control 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_pbuffer 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_pixel_format 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_multisample 1
:display:gsg:glgsg(debug): HAS EXT WGL_ARB_render_texture 1
:net(error): Unable to open TCP connection to server [::1]:5185
:pstats(error): Couldn't connect to PStatServer at localhost:5185
:display:gsg:glgsg(debug): Creating depth stencil renderbuffer.
:display:gsg:glgsg: Framebuffer detailed info: The driver allocated storage for renderbuffer 1.
:display:gsg:glgsg(debug): Binding texture to color attachment.
:display:gsg:glgsg(debug): loading texture with NULL image
:display:gsg:glgsg(debug): loading new texture object for , 1024 x 1024 x 1, z = 0, mipmaps 0, uses_mipmaps = 0
:display:gsg:glgsg(debug): (initializing NULL image)
:display:gsg:glgsg(debug): Creating depth stencil renderbuffer.
:display:gsg:glgsg: Framebuffer detailed info: The driver allocated storage for renderbuffer 1.
:display:gsg:glgsg(debug): Binding texture to color attachment.
:display:gsg:glgsg(debug): Compiling GLSL vertex shader created-shader
:display:gsg:glgsg(debug): Compiling GLSL fragment shader created-shader
:display:gsg:glgsg(debug): Linking GLSL shader created-shader
:display:gsg:glgsg(debug): Active attribute p3d_Vertex with size 1 and type 0x8b52 is bound to location 0
:display:gsg:glgsg(debug): Active uniform SomeInput with size 1 and type 0x1404 is bound to location 0
:display:gsg:glgsg(debug): Active uniform p3d_ModelViewProjectionMatrix with size 1 and type 0x8b5c is bound to location 1
:display:gsg:glgsg(debug): Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(debug): Compiling GLSL compute shader created-shader
:display:gsg:glgsg(debug): Linking GLSL shader created-shader
:display:gsg:glgsg(debug): Active uniform InputTexture with size 1 and type 0x904d is bound to location 0
:display:gsg:glgsg(debug): Active uniform OutputTexture with size 1 and type 0x9063 is bound to location 1
:display:gsg:glgsg(debug): loading texture with NULL image
:display:gsg:glgsg(debug): loading new texture object for , 1024 x 1024 x 1, z = 0, mipmaps 0, uses_mipmaps = 0
:display:gsg:glgsg(debug): (initializing NULL image)
:display:gsg:glgsg(debug): Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
:display:gsg:glgsg(debug): loading uncompressed texture _0
:display:gsg:glgsg(debug): loading new texture object for _0, 256 x 256 x 1, z = 0, mipmaps 1, uses_mipmaps = 0
:display:gsg:glgsg(debug): Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
:display:gsg:glgsg(debug): Buffer detailed info: Buffer object 4 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(error): GL_INVALID_OPERATION error generated. No active compute shader.
:display:gsg:glgsg(debug): GLGraphicsStateGuardian 0000023418C75060 destructing |
When you render the offscreen buffer, Panda encounters the ComputeNode in the scene graph too, and in this case the shader on the ComputeNode is being overridden by your initial state, resulting in the ComputeNode being dispatched without a valid compute shader: temp_node = NodePath("temp")
temp_node.set_shader(shader, 1)
temp_node.set_shader_input("SomeInput", 0)
camera.node().set_initial_state(temp_node.get_state()) You should hide your ComputeNode from this camera using draw masks. |
:headdesk:
Yes, that was it.
I can't, I don't think. In my real code I'm instantiating multiple cameras as different viewpoints, and disabling the main camera. I specifically need the compute shader to go off after that camera renders to the buffer, because I need to read from it. Unless something else causes it to go off? (Although given that extracting the data from a non-fbo takes so much time due to stalls, besides being delayed, I may have to go back to pixel shaders anyways). Beyond that, I can re-apply the compute shader by giving a higher override, but I haven't been able to get draw masks to correctly control the compute shader - the following outputs a red screen, but should be yellow, I think (and is if from typing import Tuple
from direct import showbase
from direct.showbase.ShowBase import ShowBase
from panda3d.core import Camera, CardMaker, ClockObject, ComputeNode, DrawMask, FrameBufferProperties, GraphicsOutput, GraphicsPipe, Lens, LVector2i, NodePath, Shader, Texture, WindowProperties, loadPrcFileData
loadPrcFileData("",
"""
want-pstats 1
gl-debug #t
audio-library-name null
show-frame-rate-meter 1
sync-video 0
win-fixed-size 1
win-size 1024 1024
notify-level-glgsg debug
notify-level-shader spam
""")
simple_vertex_shader = \
"""
#version 460
// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;
// Vertex inputs
in vec4 p3d_Vertex;
in vec2 p3d_MultiTexCoord0;
out vec2 VertexTexCoord;
void main() {
VertexTexCoord = p3d_MultiTexCoord0;
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
}
"""
compute_node_mask = DrawMask.bit(15)
def setup_frame_id(show_base: ShowBase, size: LVector2i, root: NodePath, lens: Lens) -> Tuple[Camera, Texture]:
window_props = WindowProperties(size=size)
flags = GraphicsPipe.BFRefuseWindow
props = FrameBufferProperties()
props.set_rgba_bits(32, 0, 0, 0)
props.set_float_color(True)
props.set_multisamples(0)
props.set_force_hardware(True)
props.set_srgb_color(False)
props.set_depth_bits(24)
props.set_stencil_bits(8)
props.set_float_depth(True)
shader = Shader.make(Shader.SL_GLSL,
vertex=simple_vertex_shader,
fragment=
"""
#version 460
uniform int SomeInput;
out vec3 Color;
void main() {
Color = vec3(float(SomeInput));
}
""")
buffer = show_base.graphicsEngine.make_output(
show_base.pipe, "frame id buffer", -88, props, window_props, flags, show_base.win.get_gsg(), show_base.win)
texture = Texture()
buffer.add_render_texture(
tex=texture, mode=GraphicsOutput.RTMBindOrCopy, bitplane=GraphicsOutput.RTPColor)
texture.set_format(Texture.F_r32)
texture.set_clear_color((0, 0, 0, 0))
buffer.set_inverted(True)
camera = show_base.make_camera(buffer, camName="frame id", lens=lens)
camera.reparent_to(root)
temp_node = NodePath("temp")
temp_node.set_shader(shader, 1)
temp_node.set_shader_input("SomeInput", 0)
camera.node().set_initial_state(temp_node.get_state())
# camera.node().camera_mask = DrawMask.all_on() ^ compute_node_mask
# camera.node().camera_mask.clear_bit(15)
print(camera.node().camera_mask)
return camera, texture
def setup_compute(root: NodePath, input_texture: Texture) -> Texture:
some_texture = Texture()
some_texture.setup_2d_texture(input_texture.x_size, input_texture.y_size, Texture.T_unsigned_short, Texture.F_r16i)
some_texture.set_clear_color((0, 0, 0, 0))
some_texture.clear_image()
compute_shader = Shader.make_compute(Shader.SL_GLSL,
"""
#version 460
layout (local_size_x = 1, local_size_y = 1) in;
uniform restrict readonly layout (r32f) image2D InputTexture;
uniform restrict writeonly layout (r16ui) uimage2D OutputTexture;
void main() {
const ivec2 coordinates = ivec2(gl_GlobalInvocationID.xy);
const float val = imageLoad(InputTexture, coordinates).r;
imageStore(OutputTexture, coordinates, uvec4(uint(val > 0 ? 1 : 0)));
}
""")
compute_chain = root.attach_new_node("compute_chain")
cn = ComputeNode("compute_node")
cn.add_dispatch(input_texture.x_size, input_texture.y_size, 1)
compute_chain = compute_chain.attach_new_node(cn)
compute_chain.set_bin("fixed", -5)
compute_chain.set_shader(compute_shader, 5)
compute_chain.set_shader_input("InputTexture", input_texture)
compute_chain.set_shader_input("OutputTexture", some_texture)
compute_chain.hide()
compute_chain.show(DrawMask.all_on())
return some_texture
def attach_card(root: NodePath, ot: Texture, ct: Texture):
shader = Shader.make(Shader.SL_GLSL,
vertex=simple_vertex_shader,
fragment=
"""
#version 460
in vec2 VertexTexCoord;
uniform restrict readonly layout (r32f) image2D OriginalTexture;
uniform restrict readonly layout (r16ui) uimage2D ConvertedTexture;
out vec3 Color;
void main() {
ivec2 coordinates = ivec2(VertexTexCoord * imageSize(OriginalTexture).xy);
Color.r = imageLoad(OriginalTexture, coordinates).r > 0 ? 1.0 : 0.0;
Color.g = imageLoad(ConvertedTexture, coordinates).r > 0 ? 1.0 : 0.0;
}
""")
i_cm = CardMaker("screen quad")
i_cm.set_frame_fullscreen_quad()
i_cm.set_uv_range(ot)
i_card = root.attach_new_node(i_cm.generate())
i_card.set_shader(shader, 50)
i_card.set_shader_inputs(
OriginalTexture=ot,
ConvertedTexture=ct
)
i_card.set_bin("fixed", 10)
base = ShowBase()
clock = ClockObject.get_global_clock()
clock.mode = ClockObject.M_forced
clock.set_frame_rate(30)
cam, original_texture = setup_frame_id(base, LVector2i(1024, 1024), base.render, base.camLens)
converted_texture = setup_compute(cam, original_texture)
attach_card(base.render2d, original_texture, converted_texture)
cm = CardMaker("screen quad")
cm.set_frame_fullscreen_quad()
card = base.render.attach_new_node(cm.generate())
card.set_shader_input("SomeInput", 1)
# base.cam.node().camera_mask = DrawMask.all_on() ^ compute_node_mask
# base.cam.node().camera_mask.clear_bit(15)
print(base.cam.node().camera_mask)
# base.cam2d.node().camera_mask.clear_bit(15)
# base.cam2d.node().camera_mask = DrawMask.all_on() ^ compute_node_mask
print(base.cam2d.node().camera_mask)
base.render.ls()
base.run() |
You just want to set the camera mask to eg. |
This wouldn't help in my real code, because I potentially only have one camera (the extra one here is only being used for debug output). compute_chain.hide()
compute_chain.show(DrawMask.all_on()) unhide for everything? |
Description
If a compute shader is given a buffer that is the output of a framebuffer, for example one handed to
add_render_texture()
, then a gl error message is generated:... despite this message, the compute shader actually runs (and appears to run successfully).
Steps to Reproduce
Environment
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