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EDIT: We spent many months trying to get AMD's opengl drivers to work with our renderer once we switched over to bindless textures. Here's where I landed at before giving up -
i have the exact line in shader code where AMD hangs on light mapping
tho that's on drivers where 3D works at all
it hangs when trying to sample any of the deferred render buffer textures
i concluded that there is an internal synchronization bug inside the amd opengl driver
something internally goes out of order where sampling a deferred geometry buffer later in the pipeline
i tried putting manual synchronization and guards everywhere relevant to no avail
it's either that or there is a case the bindless texture handle being used gets invalidated internally
it must be internal because there is no legal way for a texture handle to become invalid once it has been made resident without the user making it non-resident
so i conlcuded that it's some internal invalid operation or sequence of operations happening in the driver
the reason i think a workaround might even be slightly possible is because maybe there's some other rendering path that could happen to avoid the internal bug or its preconditions