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Reproduces a bug related to bindless textures in the AMD graphics driver that causes the program to hang when too many textures are made resident. Build instructions in a comment in the file.
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/* | |
* Copyright © 2012-2015 Graham Sellers | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a | |
* copy of this software and associated documentation files (the "Software"), | |
* to deal in the Software without restriction, including without limitation | |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
* and/or sell copies of the Software, and to permit persons to whom the | |
* Software is furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice (including the next | |
* paragraph) shall be included in all copies or substantial portions of the | |
* Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL | |
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | |
* DEALINGS IN THE SOFTWARE. | |
*/ | |
/* | |
* Credits for figuring this one out go to "Alex" on the AMD Dev forums. | |
*/ | |
/* BUILD INSTRUCTIONS | |
* 1. git clone https://github.com/openglsuperbible/sb7code | |
* 2. Make a directory called "reproducer" in sb7code\src and copy reproducer.cpp there | |
* 3. Add "reproducer" to CMakeLists.txt where all the other directory names are listed | |
* 4. Build as described in HOWTOBUILD.txt | |
*/ | |
#include <sb7.h> | |
#include <iostream> | |
// This is the number of textures made resident. Change it to < 466 and it runs... On NVidia devices it runs for 4096 and more. | |
const int count = 512; | |
class reproducer_app : public sb7::application | |
{ | |
void init() | |
{ | |
static const char title[] = "Bindless Texture driver bug reproducer"; | |
sb7::application::init(); | |
memcpy(info.title, title, sizeof(title)); | |
} | |
virtual void startup() | |
{ | |
static const char * vs_source[] = | |
{ | |
"#version 430 \n" | |
" \n" | |
"void main(void) \n" | |
"{ \n" | |
" const vec4 vertices[] = vec4[](vec4( 0.25, -0.25, 0.5, 1.0), \n" | |
" vec4(-0.25, -0.25, 0.5, 1.0), \n" | |
" vec4( 0.25, 0.25, 0.5, 1.0)); \n" | |
" \n" | |
" gl_Position = vertices[gl_VertexID]; \n" | |
"} \n" | |
}; | |
static const char * fs_source[] = | |
{ | |
"#version 430 \n" | |
" \n" | |
"#extension GL_ARB_bindless_texture : require \n" | |
" \n" | |
"layout(bindless_sampler) uniform sampler2D tex; \n" | |
" \n" | |
"void main () { \n" | |
" gl_FragColor = texture(tex, vec2(0.5, 0.5)); \n" | |
"} \n" | |
}; | |
program = glCreateProgram(); | |
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(fs, 1, fs_source, NULL); | |
glCompileShader(fs); | |
GLuint vs = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(vs, 1, vs_source, NULL); | |
glCompileShader(vs); | |
glAttachShader(program, vs); | |
glAttachShader(program, fs); | |
glLinkProgram(program); | |
glGenVertexArrays(1, &vao); | |
glBindVertexArray(vao); | |
// Texture related stuff | |
GLuint texture[count]; | |
glCreateTextures(GL_TEXTURE_2D, count, texture); | |
if (glGetError() != GL_NO_ERROR) | |
{ | |
std::cout << "Error during glCreateTextures" << std::endl; | |
return; | |
} | |
float data[128 * 128 * 4]; | |
for (int i = 0; i < 128 * 128 * 4; ++i) | |
{ | |
data[i] = (i % 2 == 1) ? 1 : 0; // Green | |
} | |
for (int i = 0; i < count; ++i) | |
{ | |
glTextureStorage2D(texture[i], 1, GL_RGBA32F, 128, 128); | |
if (glGetError() != GL_NO_ERROR) | |
{ | |
std::cout << "Error during glTextureStorage2D" << std::endl; | |
return; | |
} | |
glTextureSubImage2D(texture[i], 0, 0, 0, 128, 128, GL_RGBA, GL_FLOAT, data); | |
if (glGetError() != GL_NO_ERROR) | |
{ | |
std::cout << "Error during glTextureSubImage2D" << std::endl; | |
return; | |
} | |
handles[i] = glGetTextureHandleARB(texture[i]); | |
} | |
for (int i = 0; i < count; ++i) | |
{ | |
glMakeTextureHandleResidentARB(handles[i]); | |
if (glGetError() != GL_NO_ERROR) | |
{ | |
std::cout << "Error during glMakeTextureHandleResidentARB" << std::endl; | |
return; | |
} | |
if (glIsTextureHandleResidentARB(handles[i])) | |
std::cout << "Sucessfully making resident " << i << std::endl; | |
else | |
std::cout << "Error making resident " << i << std::endl; | |
} | |
} | |
virtual void render(double currentTime) | |
{ | |
static const GLfloat green[] = { 0.0f, 0.25f, 0.0f, 1.0f }; | |
glClearBufferfv(GL_COLOR, 0, green); | |
glUseProgram(program); | |
if (glGetError() != GL_NO_ERROR) | |
{ | |
std::cout << "Error during glUseProgram" << std::endl; | |
return; | |
} | |
texHandleID = glGetUniformLocation(program, "tex"); | |
if (glGetError() != GL_NO_ERROR) | |
{ | |
std::cout << "Error during glGetUniformLocation" << std::endl; | |
return; | |
} | |
for (int i = 0; i < count; ++i) | |
{ | |
glUniformHandleui64ARB(texHandleID, handles[i]); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
} | |
//std::cout << "Rendered" << std::endl; | |
} | |
virtual void shutdown() | |
{ | |
glDeleteVertexArrays(1, &vao); | |
glDeleteProgram(program); | |
} | |
private: | |
GLuint program; | |
GLuint vao; | |
GLint64 handles[count]; | |
GLuint texHandleID; | |
}; | |
DECLARE_MAIN(reproducer_app) |
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