Imagination PowerVR SDK Blog

Bug with PVRVFrame SDK 3.0

pvrvframe

#1

Hello,



I noticed that i am unable to render to floating/half float texture in the SDK 3.0 release of the PVRVFrame(i.e nothing is rendered)

It was working nice in the other release that i have SDK(2.09).



Basically i am trying to downsample the depth texture for post processing and particle rendering.



However SDK 2.09 has issue with specifying the max Texture levels for a texture.

The texture levels is really important for making a tiling texture atlas.



Thanks and Regards,

Ganaboy


#2

Also noticed another bug.

I am unable to create a Depth/stencil texture in sdk 3.0 it was totally fine in sdk 2.09

It seems like all extensions are not working?



Is there something to enable the extensions?



Need some help regarding this , since i am stuck :frowning:



Thanks and regards,

Ganaboy


#3

Hi,



One of the features that was introduced since 2.9 is the hardware profile selection. A hardware profile can be selected in the PVRVFrameGUI companion app using the “Profile” drop-down box.



Can you check which Profile you currently have selected? If it’s not already chosen, can you select the “Host (OpenGL)” profile and try running your app again?



Thanks,

Joe


#4

Hey Joe,



Thanks for the reply. I tried setting it to OpenGL(host) and other profiles but no luck there.

Can u confirm this bug? otherwise maybe i have done something wrong while integrating the library?



However with SDK 2.09 everything is nice.Except for the GL_TEXTURE_MAX_LEVEL_APPLE extension.



If it is of any Help. When i use SDK 3.0 and link libEGL.lib and libEGLesv2.lib . i get a lot of linker warnings saying that the symbols are already defined in libEGL.lib ( None of the examples in sdk seem to have this problem)



Thanks and regards,

Ganaboy


#5

If this is a bug, we’re not aware of it.



Does the log in the PVRVFrameGUI app show any errors or warnings when you launch your application?



Thanks,

Joe


#6

Hey Joe,



Thanks a lot for the suggestion i found the bug :). I was precompiling a lot of shaders and warning was right at the top.

Feel so silly lol.



The following error occurred in glTexImage2D:

(500) GL_INVALID_ENUM



Error:

“Value (34041) GL_DEPTH_STENCIL is not supported by the host system. (Extension ‘GL_OES_texture_packed_depth_stencil’ is required.)”



//for the following half float texture it gives

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_SurfaceWidth,g_SurfaceHeight, 0, GL_RGBA, GL_HALF_FLOAT_OES, 0);



Parameter [type] is not an accepted value



I have an amd radeon 6950 and latest catalyst drivers. The extension is not present in Kronos website. Or in the glGetString().



The strange thing is it was working with SDK 2.09 and also SDK 2.10



Any suggestions how to fix this?



Thanks and regards.

Ganaboy


#7

Hey joe,



I replaced some code in the Deferred Shading examples to make use half float textures and Depth-stencil texture

in sdk 3.0



here is the replacement code - of course i have used glGentextures and glFrameBufferTexture2D



glBindTexture(GL_TEXTURE_2D, m_uiGBufferDepthBuffers);

glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_STENCIL_OES, m_iFboWidth, m_iFboHeight, 0,GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);



This does not work and the application shutsdown.

However half float and depth stencil textures are fine in sdk 2.09 and 2.10



Can u confirm this Joe?



Waiting on a fix :slight_smile: or any solution.



Thanks and regards,

Ganaboy


#8

Hi Ganaboy



I haven’t had a chance to test this yet but I will file it as a bug and get to it as soon as possible. Thanks for your patience!