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- #Display.setlocation crashes program java lwjgl driver#
- #Display.setlocation crashes program java lwjgl code#
Maybe those boxes correspond to some constant areas on GPU die that are faulty? I'm not a hardware expert though. Actually there seems to be two distinct configurations of those error boxes where those errors may or may not occur. Sometimes it's just strange lines, but mostly similar to the image above.ĮDIT: When comparing multiple images with artifacts, I noticed that those random errors seem to reoccur in the same 8x8 pixel areas.
#Display.setlocation crashes program java lwjgl driver#
"Display driver stopped responding and has recoveredĭisplay driver AMD driver stopped responding and has successfully recovered."Īnd in addition the result image sometimes contains artifacts, even sometimes when the driver doesn't crash.Īfter countless hours of frustrating debugging I discovered that the original precompiled SimpleImage.exe has the same EXACT crash/artifact problem. except very often when I run it, it crashes the display driver with the following error message: It does the same thing: just loads the image and writes it back unchanged. I loosely based by learning project program after the SimpleImage example that came with AMD-APP-SDK-v2.8-Windows-64. (Arrays.toString(counters.I started learning OpenCL two days ago in Java with LJWGL. GlGetBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, counter2) GlBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 1, atomicBuffer) * Display framebuffer texture ( here quadProgram is used with fragment and vertex shader only to display the output of the compute shader, which works well.īyteBuffer counter2 = ByteBuffer.allocate(2) // <<- When I use allocate(1) here, the program crashes without exception or error-log, with any bigger value I get Message: GL_INVALID_VALUE error generated. GlBufferData(GL_ATOMIC_COUNTER_BUFFER, 1, GL_DYNAMIC_COPY) You bind to binding point index 0, whereas your compute shader uses binding point/location 1 for the atomic buffer. You do not want the effect of accessing images to be visible after the compute shader invocation, but you want the effect of atomic variable access to be visible, so you must use GL_ATOMIC_COUNTER_BARRIER_BIT.ĮDIT2: Plus, you also bind to the wrong index/binding point with glBindBufferBase(). That's what gl GetBufferSubData() is for.ĮDIT: Also, your barrier of `GL_SHADER_IMAGE_ACCESS_BARRIER_BIT` is wrong for the kind of access you are doing in the compute shader. It does not _read-back_ the contents of the GL buffer object to host-memory.
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GlBufferSubData() on the other hand _uploads_ host-memory to the GL buffer object. In order to read the contents of a GL buffer object, you should use glGetBufferSubData(.). You are effectively uploading zeros into the GL buffer object bound to GL_ATOMIC_COUNTER_BUFFER and then you are iterating over your NIO ByteBuffer (with all zeros in it). This gives no errors and the program gets to the increment part for sure, otherwise i didn't get a correct image)Ĭode: ByteBuffer counter2 = ByteBuffer.allocate(4)
#Display.setlocation crashes program java lwjgl code#
The compute shader looks like this: (setup binding, and somewhere in the code increment the counter.
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GlMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) īyteBuffer counter2 = ByteBuffer.allocate(4) GlDispatchCompute(numGroupsX, numGroupsY, 1) GlBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicBuffer) GlBufferData(GL_ATOMIC_COUNTER_BUFFER, 4, GL_DYNAMIC_COPY) īyteBuffer counter = glMapBuffer(GL_ATOMIC_COUNTER_BUFFER, GL_WRITE_ONLY) GlBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicBuffer)