GL error GL_INVALID_OPERATION #49089
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Reference: blender/blender#49089
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System Information
Windows 10
Intel HD 4600
Blender Version
Broken: 2.77.3
040fa75
Worked: The past :)
Short description of error
Blender will segfault or with
--debug-gpu
I get:GL: Error has been generated. GL error GL_INVALID_OPERATION in (null): (ID: 173538523) Generic error
Exact steps for others to reproduce the error
Open attached blend-file and switch to material view mode.
River Scene.blend
Changed status to: 'Open'
Added subscriber: @Blendify
Using your file I get an error inside GPU_shader_uniform_texture, might originate further up.
The invalid values range from 8 to 14.
...
int target = GPU_texture_target(tex);
...
glEnable(target);
I'm running Windows 10, Radeon HD 6970. I can put my Intel HD 4600 system back together if that helps.
Actual problem is with glActiveTexture(GL_TEXTURE0 + number), not glEnable.
On my system we're exceeding the GL_MAX_TEXTURE_IMAGE_UNITS limit, which varies depending on GPU & driver. 8 textures seems stupid low for my GPU, but that's what it reports...
OpenGL 2.1 guarantees the limit is at least 2.
On Mac (any GPU) the limit is 16.
GPU_shader_uniform_texture does not check GL_MAX_TEXTURE_IMAGE_UNITS, causing an error.
@Blendify please report your "Maximum Fixed Function Texture Units" from system-info.txt.
Also run the latest debug build with --debug-gpu. I just added better error reporting. You seem to be getting a different GL error than me.
Do you build your own from source? If not I can upload a build.
Additional info:
In OpenGL 3.2 the GL_MAX_TEXTURE_IMAGE_UNITS limit should be at least 16.
GG.maxtextures stores the limit we need.
My system info reports GL 4.5 with 8 fixed function texture units.
sys_info.py reports GL_MAX_TEXTURE_UNITS, not GL_MAX_TEXTURE_IMAGE_UNITS. This is for fixed function multi-texture, not for shader-based drawing.
glActiveTexture(n > 8) does cause an error on my system.
nVidia has a good FAQ about these limits. Reading carefully now...
Here's my system-info.txt GLSL section
Maximum Vertex Image Units: 18
Maximum Fragment Image Units: 18
Maximum Pipeline Image Units: 108
The Fragment limit is the one we are interested in.
Still don't understand why mine is crapping out starting with GL_TEXTURE0 + 8 since the reported limit is GL_TEXTURE0 + 17.
On Intel HD 4600 I'm seeing the same bad behavior @Blendify described in IRC. Crash in driver, no GL error reported.
Still need to fix the separate error I see on AMD with the same file. But the Intel one first!
Crash is inside glLinkProgram, called from GPU_shader_create_ex. The vertex & fragment shaders compiled successfully with nothing in their info logs. Intel driver bug??
Materials on many objects in the scene seem to be fine. When an offending one is brought into view, BAM! Crash.
Reported bug to Intel graphics folks.
Until we hear back I'm going to focus on the AMD texture unit issue -- suspect we're using GL wrong in that case.
Added subscriber: @Sergey
Since it's OpenGL error removing BF project. We can't fix driver itself anyway.
poke
GL errorto GL error GL_INVALID_OPERATIONAdded subscriber: @intrigus-3
Added subscriber: @brecht
Changed status from 'Open' to: 'Archived'
This specific code no longer exists in 2.8, archiving.