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Specifies a request for no parallel compiling or linking and a ofĠxFFFFFFFF requests an implementation-specific maximum. Where is the number of background threads. I think put another way, what is the point of adding a callback that always returns true? How is the user supposed to utilize this callback in it’s current implementation that differs from what they could do before? I agree with your reasoning that glGetShaderiv w/ COMPLETION_STATUS_KHR isn’t bugged, but that just means that glCompileShader is bugged w.r.t. If glCompileShader doesn’t do the same automatic thread creation / backgrounding, then that’s a fault in the implementation of this extension. I’ve talked to Geoff and Timothy who authored the KHR / ARB versions on this extension. If you’d like for me to explain / discuss anything over some voicechat we can arrange that over PM’s. Sorry the test program isn’t more unit-test formatted. If it helps, the spec for this extension is described: You should see a “Program still linking!” on your first run that indicates glGetProgramiv with GL_COMPLETION_STATUS_KHR is behaving as expected (See expected output in Readme.md). I suspect this is the second time you ran this test program? Reminder that shader’s get cached, so you’ll need to either delete your shader cache, or (what I do) add a comment inside the shader to invalidate the hash check and force shader recompilation. But if you change line 74 / 76 to use the “big” shaders you can clearly see the application hang and then print that error message (Indicating it is hanging on the supposedly non-blocking call GL_COMPLETION_STATUS_KHR).Īlso it appears your linking is completing immediately. You may think that it’s just that the shaders are trivial. The line that says “Error: Shader compilation finished immediately!” Indicates that the glGetShaderiv with GL_COMPLETION_STATUS_KHR is halting execution until shader compilation completes. That is the expected output, which indicates that there is a bug. However, I don’t think these shaders should take that long to link… Going to let it run overnight to see if it finishes linking. I ran htop and can see the multiple threads for linking.
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Also, I have yet to be able to finish linking yet with the ‘big’ shaders. I added some ‘big’ shaders that clearly showcase the application halt with GL_COMPLETION_STATUS_KHR for shaders. I get the same results on a different program with non-trivial shader compilation times, but I can’t share that one.
ARB PROGRAM SHADER EPSXE HOW TO
As the program does not immediately indicate it is done linking after execution.Īlso, sorry that the shader isn’t super “heavy.” I’m a bit green to this stuff and not really sure how to bloat shader compilation times. Included is a Readme.md with sample output.įrom my testing, issue 1 & 2 from the original post still exist (However, I disagree that ‘1’ is an issue).
ARB PROGRAM SHADER EPSXE DRIVER
For testing I circumvented the driver cache by writing a unique string in a comment at the end of each shader.
ARB PROGRAM SHADER EPSXE WINDOWS 10
Driver is 368.22 on GeForce GT 650M on Windows 10 圆4. This is the most frustrating one since I can’t find a workaround.Īny feedback would be appreciated. I do get the impression that it did most of the work asynchronously (given that a subsequent program status query usually completes quickly), but it means I have no way to find out when the work is completed. This is not too critical (since I’m more interested in the result of the link) but it does seem like a bug, which took me some time to figure out.Īfter starting an async link, glGetProgramiv with GL_COMPLETION_STATUS_ARB will never return GL_TRUE, no matter how long I wait.
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This seems like a bug an explicit call to set the thread count to 0xFFFFFFFF works to enable async linking, but it shouldn’t be necessary since that’s already the initial value.Ĭalling glGetShaderiv with GL_COMPLETION_STATUS_ARB always blocks until the compilation has finished. However, program queries of GL_COMPLETION_STATUS_ARB always return GL_TRUE (implying the link happened synchronously) unless I explicitly call glMaxShaderCompilerThreadsARB().
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The spec states that the initial value of GL_MAX_SHADER_COMPILER_THREADS_ARB is 0xFFFFFFFF, which I confirmed is indeed the initial value using glGetIntegerv.I’ve been trying to implement GL_ARB_parallel_shader_compile (which is a very welcome extension!), but I ran into a couple of issues:
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