DX12 is out, you can't still use it correctly on AMD GPU. This openGL extension was published (public release) on July 2010 and this extension is a porting of a DX9 feature to an openGL equivalent. So yes, GL_ARB_separate_shader_objects is currently broken on AMD HW. It took me less time to post a working implementation of the extension for Mesa than waiting a working AMD driver. And I didn't expect Intel to be broken too but that another story. And I'm afraid that AMD won't fix all their DX11 GPU drivers (forgot about that too). My mistake is that I expected 3 months of QA, not 6-9. Too much code of my initial GSdx port was hack to workaround the AMD driver (hopefully situation is much better). Let's be honest they doesn't really care about openGL bug on Linux (and likely not so much on Windows neither). ![]() They only fix one and the others remain pending for a long time. Quote:The main reason for this is that the developer of the OpenGL code has an nvidia GPU and cannot test/fix things which works differently with AMD GPUs. Keep in mind any public release goes through a lot of testing and QA! In the meantime, please use the workaround (i.e. which was already in lock-down when the fix was written.) It's scheduled for a future release. Quote:It missed the driver release in March (the one with Vulkan, etc. ![]() Supposedly it should work again with the next major version of the AMD drivers, but that's a guess. ![]() ![]() There was some code to make it also work (visually) with AMD, but this code was removed few weeks ago. It's not only somewhat slower but also broken visually for most games. Quote:OpenGL is basically (sadly) broken on AMD GPUs until further notice. * OpenGL accuracy is 10 times better than Dx. * OpenGL could be much faster if you're CPU limited (snowblind engine is something 80fps vs 50fps) * DX11 would be a bit faster if you're GPU limited.
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June 2023
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