Vertex Rendering/Rendering Failure: Difference between revisions

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You can render with persistent-mapped buffers.
Fix typo - GL_PATCHS
 
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The {{enum|GL_INVALID_OPERATION}} error can happen when issuing any rendering command for many reasons, most of which have little to do with the actual rendering command itself. The following represent conditions you must ensure are valid when issuing a rendering command.
The {{enum|GL_INVALID_OPERATION}} error can happen when issuing any drawing command for many reasons, most of which have little to do with the actual drawing command itself. The following represent conditions you must ensure are valid when issuing a drawing command.


* A non-zero [[Vertex Array Object]] must be bound (though no arrays have to be enabled, so it can be a freshly-created vertex array object).
* A non-zero [[Vertex Array Object]] must be bound (though no arrays have to be enabled, so it can be a freshly-created vertex array object).
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* The current program object or program pipeline object must be successfully linked and valid for the current state. This includes:
* The current program object or program pipeline object must be successfully linked and valid for the current state. This includes:
** If there is an active [[Tessellation Evaluation Shader]] or [[Geometry Shader]], then there must also be an active [[Vertex Shader]] present.
** If there is an active [[Tessellation Evaluation Shader]] or [[Geometry Shader]], then there must also be an active [[Vertex Shader]] present.
** Any active programs cannot have two or more [[Sampler (GLSL)#Sampler types|sampler variables of different types]] which are associated with the same texture image unit.
** Any active programs cannot have two or more [[Sampler Type|sampler variables of different types]] which are associated with the same texture image unit.
** Any active programs cannot have two or more [[Image Load Store#Image types|image variables of different types]] which are associated with the same image unit.
** Any active programs cannot have two or more [[Image Load Store#Image types|image variables of different types]] which are associated with the same image unit.
* Program pipeline objects have additional rules. In the case of a unified program, these would all be linker errors, but program pipelines have to check at render-time:
* Program pipeline objects have additional rules. In the case of a unified program, these would all be linker errors, but program pipelines have to check at render-time:
** Programs from one program object cannot come between two shader stages that are defined by different program object. So if you have program A which has a vertex and fragment shader, you cannot put program B into the pipeline with a geometry shader between them.
** Programs from one program object cannot come between two shader stages that are defined by different program object. So if you have program A which has a vertex and fragment shader, you cannot put program B into the pipeline with a geometry shader between them.
** The number of active [[Sampler (GLSL)|samplers]], [[Image Load Store|images]], [[Uniform Buffer Object|uniform buffers]], and [[Shader Storage Buffer Object|shader storage buffers]] (where applicable) across all images must not [[Shader#Resource limitations|exceed the combined implementation-defined limits]]. This is statically checked by the linker for non-separate programs, but must be render-time checked with program pipelines.
** The number of active [[Sampler (GLSL)|samplers]], [[Image Load Store|images]], [[Uniform Buffer Object|uniform buffers]], and [[Shader Storage Buffer Object|shader storage buffers]] (where applicable) across all images must not [[Shader Resource Limit|exceed the combined implementation-defined limits]]. This is statically checked by the linker for non-separate programs, but must be render-time checked with program pipelines.
** If a [[Geometry Shader]] and a [[Tessellation Evaluation Shader]] are present and not linked into the same program, the [[Geometry_Shader#Primitive_in.2Fout_specification|GS's input primitive type]] must match the primitive generated by the [[Tessellation_Evaluation_Shader#Abstract_patch_type|TES's patch output type]].
** If a [[Geometry Shader]] and a [[Tessellation Evaluation Shader]] are present and not linked into the same program, the [[Geometry Shader Primitive Specification|GS's input primitive type]] must match the primitive generated by the [[TES Patch Type|TES's patch output type]].
** If a [[Tessellation Control Shader]] is active, a [[Tessellation Evaluation Shader]] must also be active.
** If a [[Tessellation Control Shader]] is active, a [[Tessellation Evaluation Shader]] must also be active.
* Textures used by the current programs' samplers and/or images must be complete.
* Textures used by the current programs' samplers and/or images must be complete.
* If a [[Geometry Shader]] is present, the primitive type fed to the GS must be compatible with the primitive input for the GS. If no TES is active, then the {{param|mode}} primitive type from the rendering command must match.
* If a [[Geometry Shader]] is present, the primitive type fed to the GS must be compatible with the primitive input for the GS. If no TES is active, then the {{param|mode}} primitive type from the drawing command must match.
* If [[Transform Feedback]] is active, the transform feedback mode must match the applicable primitive mode. That mode is determined as follows:
* If [[Transform Feedback]] is active, the transform feedback mode must match the applicable primitive mode. That mode is determined as follows:
** If a [[Geometry Shader]] is active, then the applicable primitive mode is the [[Geometry_Shader#Primitive_in.2Fout_specification|GS's output primitive type]].
** If a [[Geometry Shader]] is active, then the applicable primitive mode is the [[Geometry Shader Primitive Specification|GS's output primitive type]].
** If no GS is active but a [[Tessellation Evaluation Shader]] is active, then the applicable primitive mode is the TES's output primitive type.
** If no GS is active but a [[Tessellation Evaluation Shader]] is active, then the applicable primitive mode is the TES's output primitive type.
** Otherwise, the applicable primitive type is the primitive mode provided to the rendering command.
** Otherwise, the applicable primitive type is the primitive mode provided to the drawing command.
* {{param|mode}} may be {{enum|GL_PATCH}} if and only if a [[Tessellation Evaluation Shader]] is active. And vice versa.
* {{param|mode}} may be {{enum|GL_PATCHES}} if and only if a [[Tessellation Evaluation Shader]] is active. And vice versa.
* Buffer objects being read from or written by an OpenGL rendering call must not be [[Buffer Object#Persistent mapping|mapped in a non-persistent fasion]]. This includes, but is not limited to:
* Buffer objects being read from or written by an OpenGL rendering call must not be [[Persistent Buffer Mapping|mapped in a non-persistent fashion]]. This includes, but is not limited to:
** A buffer bound for [[Vertex Specification|attribute or index data]].
** A buffer bound for [[Vertex Specification|attribute or index data]].
** A buffer bound for [[Transform Feedback]] when that is active.
** A buffer bound for [[Transform Feedback]] when that is active.
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This list is not comprehensive. If you know of more, please add them here.
This list is not comprehensive. If you know of more, please add them here.
{{note|Rendering without a program or program pipeline does not yield a {{enum|GL_INVALID_OPERATION}} error. It is undefined behavior instead.}}

Latest revision as of 15:48, 31 July 2024

The GL_INVALID_OPERATION error can happen when issuing any drawing command for many reasons, most of which have little to do with the actual drawing command itself. The following represent conditions you must ensure are valid when issuing a drawing command.

This list is not comprehensive. If you know of more, please add them here.

Note: Rendering without a program or program pipeline does not yield a GL_INVALID_OPERATION error. It is undefined behavior instead.