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OpenGL Texture Views ignored subresource on framebuffer attachments

Locatti__Rodrigo
Beginner
1,439 Views

System Setup Information:
-----------------------------------------

System Used: N/A
CPU SKU: i3
GPU SKU: HD 630
Processor Line: N/A
System BIOS Version: N/A
CMOS settings: N/A
Graphics Driver Version: Build 26.20.100.6861
GOP/VBIOS Version: N/A
Operating System: Windows 10
OS Version: 17763.503
API: OpenGL
Occurs on non-Intel GPUs?: No

Steps to Reproduce:
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1. Create a texture with immutable storage
2. Create a texture view to a non-zero image subresource (e.g. mipmap level 1 or layer 1)
3. Attach the texture view to a framebuffer to the mipmap level 0
4. Render to that framebuffer
5. The original texture will be drawn in the zero subresource (mipmap level 0, layer 0)

Expected Results:
-------------------------------

Render to the right texture subresource from a texture view attachment.

Actual Results:
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The texture view subresource is ignored, rendering to mipmap 0 layer 0.

Additional Information:
-------------------------------

I've attached a test file with an msys2 exe. The relevant code is in "source\main.cpp".

I don't have a test for this, but the texture view format might also be ignored.

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