- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
Drivers: 31.0.101.2128
Product: i9-9900 Coffee Lake
Hello,
I am developing a game engine and am heavily using a gpu driven rendering pipeline. When testing months ago on intel gpus I found that glMultiDrawElementsIndirectCount would crash the engine on its initial call every single time. Recently I was made aware that this issue is resolved on Intel® Arc™ & Iris® Xe Graphics drivers as of driver version 31.0.101.5518. However, I still experience the crash on my older intel igpu. Are there any plans to bring this functionality to older products drivers?
Thanks
Link Copied
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
Hello @Gore
One thing I need to share is that the older gens driver updates are low priority, therefore it will take some time to see the change (if any) in a public old gen driver.
With that in mind, I submit this issue to the drivers team, here is the internal number: 14022754863
Any news I will share through this thread.
Thanks,
-r2
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
@Gore Can you check with the latest driver version if you can reproduce the issue?
In my end I was able to call those functions without any problem
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
Hi thanks for getting back to me about this,
The newest driver has fixed the immediate crash on my end as well. However, I have encountered another issue. Everything seems to render correctly up until more than 4096 draw calls are generated in a single mdic. After this point the draw calls don't seem to all render in the same frame, creating a flashing effect. The desired behavior is seen with nvidia and amd cards. And oddly, with renderdoc, when capturing a frame, the thumbnail shows the incorrect render, while inspecting the frame and its associated calls shows the correct render in the texture viewer. I can also confirm that this issue does not occur on Intel® Arc™ & Iris® Xe Graphics drivers.
Thanks for the help, I'm honestly super happy that the function is at least working now
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
Hi @Gore,
Sorry for the late reply. For tracking purposes, please open a new thread for this new issue you encountered.
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report Inappropriate Content
Hey! It’s great that the issue is fixed for newer Intel GPUs, but if your older iGPU still crashes, it might be due to limited driver updates for legacy products. Maybe consider adding a fallback in your app for older GPUs. Fingers crossed Intel has plans for support!

- Subscribe to RSS Feed
- Mark Topic as New
- Mark Topic as Read
- Float this Topic for Current User
- Bookmark
- Subscribe
- Printer Friendly Page