Comment by ~eliasnaur on ~eliasnaur/gio
Elias Naur referenced this ticket in commit ac2c284.
REPORTED
RESOLVED FIXEDComment by ~eliasnaur on ~eliasnaur/gio
On macOS M1 13.1 I get https://pasteboard.co/uw6hy8kQhXWF.png. I don't currently have a Linux system to debug on. What's your GPU and driver version? You can try building with
-tags noopengl
to see whether the Vulkan backend behaves better.
Comment by ~eliasnaur on ~eliasnaur/gio
The recent commit will effectively skip that texture (it's not needed when rendering on the CPU, and
BufferBindingShaderStorageRead
is certainly not available on OpenGL 2.0).I'm curious to see what the error is for an actual texture.
Comment by ~eliasnaur on ~eliasnaur/gio
Elias Naur referenced this ticket in commit af7afea.
Comment by ~eliasnaur on ~eliasnaur/gio
I don't have plans to tackle this problem, no.
Comment by ~eliasnaur on ~eliasnaur/gio
~dgentry, the two referenced commits should get you past the
UNPACK/PACK_ROW_LENGTH
andFRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
errors.
Comment by ~eliasnaur on ~eliasnaur/gio
Elias Naur referenced this ticket in commit f8221bb.
Comment by ~eliasnaur on ~eliasnaur/gio
Elias Naur referenced this ticket in commit 1a84517.
Comment by ~eliasnaur on ~eliasnaur/gio
You could try the (somewhat slow) CPU version of the compute renderer. Set forceCompute to true. You may also want to print whether newCompute or newGPU is being called; some Android devices only have compute support.
You can also add a panic to getError to get a synchronous stack trace.
I'm sorry old/buggy GPU drivers are such a pain to debug.
Comment by ~eliasnaur on ~eliasnaur/gio
This is not an OS limitation per se, merely default behaviour: while window dragging, the window event loop is blocked to process the move messages. The solution is tricky as it involves keeping animated paints running while dragging.