Known Driver Bugs

Latest drivers are assumed in this page.

Contents

Nvidia Drivers

Workaround : Manually unroll the loop.

Workaround : User uvec2 type instead.

Workaround : Use uniform arrays.

Workaround : Commit b376dcd6fef825edf14cbab09924efe262223aab

Workaround : Clamp indexes or use texture.

Workaround : Do not use atomics.

Catalyst

Workaround : Use a dedicated texture unit for such samplers

Workaround : Use #ifdefs and pow(., 2.2) to manually do the conversion

Workaround : Clamp indexes or use texture.

Workaround : Do not use libasan with catalyst

Workaround : Use atlases or avoid MSAA

Workaround : Names all field in the array manually.

Workaround : GL_AMD_vertex_shader_layer behavior is enabled by default (ie you can write to gl_Layer in vertex shader) and it doesnt prevent the shader compilation so it's not an issue.

Mesa

Workaround : Do not use texture compression. This bug is also present on Intel Windows. Not sure it can be called a bug since texture compression is not part of the standard anyway.

Intel Windows

Workaround : Do not use UBO

Workaround : Do not use texture compression. Not sure it can be called a bug since texture compression is not part of the standard anyway.

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