Rendering Issues on NVIDIA A3000
TrevorCash opened this issue · 3 comments
This issue may be a bit out of scope - But I wanted to report it here:
I have an app build with the GLFWApplication class. I dont do alot of manual setting of opengl versions or anything. mostly defaults. The app renders well on platforms Ive tested on (Ive tested on some dedicated graphics system and low end intel integrated graphics and it works). There is a particular instance where a user using an NVIDIA A3000 in a laptop is having textures get corrupted visually. This only happens when he uses extended displays.
Renderer: NVIDIA RTX A3000 Laptop GPU/PCIe/SSE2 by NVIDIA Corporation
OpenGL version: 4.6.0 NVIDIA 573.42
Using optional features:
GL_ARB_vertex_array_object
GL_ARB_separate_shader_objects
GL_ARB_robustness
GL_ARB_texture_storage
GL_ARB_texture_view
GL_ARB_framebuffer_no_attachments
GL_ARB_invalidate_subdata
GL_ARB_texture_storage_multisample
GL_ARB_multi_bind
GL_ARB_direct_state_access
GL_ARB_get_texture_sub_image
GL_ARB_texture_filter_anisotropic
GL_KHR_debug
GL_KHR_parallel_shader_compile
GL_NV_depth_buffer_float
Using driver workarounds:
no-forward-compatible-core-context
no-layout-qualifiers-on-old-glsl
nv-zero-context-profile-mask
nv-implementation-color-read-format-dsa-broken
nv-windows-dangling-transform-feedback-varying-names
nv-cubemap-inconsistent-compressed-image-size
nv-cubemap-broken-full-compressed-image-query
nv-compressed-block-size-in-bits
Any tips to try - debug would be appreciated.
-Trevor
Hmm, I see that the nv-broken-buffer-dsa workaround isn't listed in the output, so given that you closed I assume you were on a commit before feecd28, which was fixing something similar for RTX 2000 Ada generation cards?
If that's the case, and latest master doesn't exhibit this issue anymore, I'll update my notes to mention the A3000 cards are affected as well.
@mosra After switching to the latest master - the errors seem to be fixed. Thanks!
Awesome, thanks for confirmation 👍