Comments (4)
As a note, it seems if the main texture is created as E5B9G9R9_UFLOAT_PACK32 and the view is R32UI, RenderDoc displays properly this texture as RGBE. The problem is the other way around.
from renderdoc.
Actually, researching a bit further, this seems like a general impossibility in RenderDoc to debug UINT formats, it just does not work with any format. You can´t take an UINT texture and output anything in your shader that looks any other than black. (testing with a RGBA16UINT, same thing, even though the texture has data, any attempt to convert this data to anything viewable fails and results in black).
from renderdoc.
I'm not able to reproduce this (testing on windows + NV). In a simple test with an R32UI texture the shader you posted (slightly modified as I don't have any valid aliased RGB9E5 data) works as expected:
// issue3148.glsl
#version 450
layout (location = 0) in vec2 uv;
layout (location = 0) out vec4 color_out;
layout (binding = RD_UINT_3D_BINDING) uniform usampler3D texUInt3D;
void main()
{
vec2 uv_inv = uv;
vec2 posf = uv_inv*vec2(RD_TexDim().xy).xy;
ivec2 posi = ivec2(posf).xy;
uint rgbeui = texelFetch(texUInt3D,ivec3(posi,RD_SelectedSliceFace()),0 ).r;
//vec4 rgbe = vec4((uvec4(rgbeui) >> uvec4(0,9,18,27)) & uvec4(0x1FF,0x1FF,0x1FF,0x1F));
//vec3 emission = rgbe.rgb * pow( 2.0, rgbe.a - 15.0 - 9.0 );
if(rgbeui > 50)
color_out = vec4( 1,0,1,1);
else if(rgbeui > 0)
color_out = vec4( 0,1,0,1);
else
color_out = vec4( 0,0,0,1);
}
Can you please share a full and complete reproduction case I can use to reproduce your exact issue, as it may be something more specific than you have detailed here.
If you have another system available, it would also be helpful to check on a different driver or GPU in case this is a driver issue. You didn't say which driver version you're using, so it would also be worth checking to see if a driver update is available.
from renderdoc.
Closing this due to lack of activity from the reporter and no further information to investigate.
If you are the reporter and this bug is still a problem for you, or you are someone finding this issue and you believe this bug is still a problem and you have more information to share, please do not comment here and instead please open a new issue. You can reference this issue if you wish, but opening a new issue prevents confusion of accidentally linking two unrelated bugs and means that each issue can be handled in a clean process.
from renderdoc.
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from renderdoc.