<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
      <title>Tagged with driver-bug - NVIDIA Developer Forums</title>
      <link>http://forums.developer.nvidia.com/devforum/discussions/tagged/driver-bug/feed.rss</link>
      <pubDate>Wed, 16 May 12 17:31:59 -0400</pubDate>
         <description>Tagged with driver-bug - NVIDIA Developer Forums</description>
   <language>en-CA</language>
   <atom:link href="/devforum/discussions/taggeddriver-bug/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>LiveKernelEvent</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/8276/livekernelevent</link>
      <pubDate>Wed, 16 May 2012 07:11:50 -0400</pubDate>
      <dc:creator>Michi10</dc:creator>
      <guid isPermaLink="false">8276@/devforum/discussions</guid>
      <description><![CDATA[Hello support NVIDIA<br /><br />Since 3 weeks, I have a big problem in the video or games comes with me on the screen such a picture.<br /><br />[url=<a href="http://www.abload.de/image.php?img=foto0089s2dri.jpg][img]http://www.abload.de/thumb/foto0089s2dri.jpg[/img][/url]" target="_blank" rel="nofollow">http://www.abload.de/image.php?img=foto0089s2dri.jpg][img]http://www.abload.de/thumb/foto0089s2dri.jpg[/img][/url]</a><br /><br />After a few minutes, this image comes back.<br /><br />[url=<a href="http://www.abload.de/image.php?img=foto00903gckl.jpg][img]http://www.abload.de/thumb/foto00903gckl.jpg[/img][/url]" target="_blank" rel="nofollow">http://www.abload.de/image.php?img=foto00903gckl.jpg][img]http://www.abload.de/thumb/foto00903gckl.jpg[/img][/url]</a><br /><br />Then I looked at the Fehlerrebort me and understand only station so I can make only so enter it you:<br /><br />Produkt<br />Windows<br /><br />Problem<br />Grafikkartenfehler<br /><br />Datum<br />16.05.2012 11:06<br /><br />Status<br />Nicht berichtet<br /><br />Beschreibung<br />Aufgrund eines Videohardwareproblems ist Windows nicht mehr voll funktionsfähig.<br /><br />Problemsignatur<br />Problemereignisame:	LiveKernelEvent<br />Betriebsystemversion:	6.0.6002.2.2.0.768.3<br />Gebietsschema-ID:	1031<br /><br />Dateien zur Beschreibung des Problems<br />WD-20120516-1106.dmp<br />sysdata.xml<br />Version.txt<br /><br />Weitere Informationen über das Problem<br />BCCode:	117<br />BCP1:	87FA1510<br />BCP2:	92358ACE<br />BCP3:	00000000<br />BCP4:	00000000<br />OS Version:	6_0_6002<br />Service Pack:	2_0<br />Product:	768_1<br /><br />I was with my computer at stores where I bought the parts and the graphics card and now even the technician is verwiert and white but not what he do sol my graphics card is only 1 month old. The burden has not revealed the whole PC and the driver version is 296.10 this software I de 5 times and installed but always the same result.<br /><br />What can that this be it suddenly is pink and one freezes the whole computer?<br /><br />From the UIG wonder what can be even?<br /><br />The technician said to me the computer is fine, but what is the error?<br /><br />I defend glad if you please me an only for the problem very soon can give a response?<br /><br />With friendly regards<br />Michael Hirschegger]]></description>
   </item>
      <item>
      <title>Which version of the NVAPI should I use with my Quadro FX 570 card?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7876/which-version-of-the-nvapi-should-i-use-with-my-quadro-fx-570-card</link>
      <pubDate>Fri, 04 May 2012 15:19:38 -0400</pubDate>
      <dc:creator>braggo</dc:creator>
      <guid isPermaLink="false">7876@/devforum/discussions</guid>
      <description><![CDATA[Dell desktop, Windows 7<br />Nvidia Quadro FX 570<br /><br />I am currently using R295 February 2012 release of the NVAPI and some of the functions are returning an error code -9 NVAPI_INCOMPATIBLE_STRUCT_VERSION.<br /><br />Specifcally, the NvAPI_DISP_SetDisplayConfig() and NvAPI_DISP_GetDisplayConfig() when I pass in a NV_DISPLAYCONFIG_PATH_INFO struct.<br /><br />Here are my debug print outs:<br /><br />NvAPI_Initialize(): mStatus = NVAPI_OK<br />STRUCT Versions:<br />NV_DISPLAY_DRIVER_VERSION_VER                  = 65676<br />NV_DISPLAY_PORT_INFO_VER                       = 65580<br />NV_DISPLAYCONFIG_PATH_INFO_VER                 = 131100<br />NV_DISPLAYCONFIG_PATH_ADVANCED_TARGET_INFO_VER = 65664<br />NvAPI_SYS_GetChipSetInfo(&amp;mChipSetInfo): mStatus = NVAPI_OK<br /> -- ChipSet Info --<br />Device Id      = 10720<br />HBdeviceId     = 10720<br />Vendor Name    = Intel<br />struct version = 262376<br />NvAPI_GetInterfaceVersionString(): mStatus = NVAPI_OK<br />NvAPI Version = NVidia Complete Version 1.10<br />NvAPI_SYS_GetDriverAndBranchVersion(): mStatus = NVAPI_OK<br />GPU Driver Version = 27533<br />Branch String = r275_21<br /><br />Is the GPU driver version incompatible with the API version macros?<br /><br />Thank you in advance for your help!]]></description>
   </item>
      <item>
      <title>pfnIaSetIndexBuffer in NVIDIA display driver</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7821/pfniasetindexbuffer-in-nvidia-display-driver</link>
      <pubDate>Thu, 03 May 2012 05:46:50 -0400</pubDate>
      <dc:creator>gzMarshall</dc:creator>
      <guid isPermaLink="false">7821@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />I'm trying to render overlay in game via hooking the NVIDIA display driver. I hooked the pfnPresent and render the overlay in the function. When I called the NVIDIA's native function pfnIaSetIndexBuffer, it returns device removed error. The MSDN about the WDDM is too simple to debug. Does anyone in this forum know the issue?<br /><br />		D3D10DDIARG_CREATERESOURCE mtxResource;<br />		mtxResource.pInitialDataUP = NULL;<br />		mtxResource.ResourceDimension = D3D10DDIRESOURCE_BUFFER;<br />		mtxResource.Usage = D3D10_DDI_USAGE_DEFAULT;<br />		mtxResource.MapFlags = 0;<br />		mtxResource.MiscFlags = 0;<br />		mtxResource.Format = DXGI_FORMAT_UNKNOWN;<br />		mtxResource.SampleDesc.Count = 1;<br />		mtxResource.SampleDesc.Quality = 0;<br />		mtxResource.MipLevels = 1;<br />		mtxResource.ArraySize = 1;<br />		mtxResource.pPrimaryDesc = NULL;<br /><br />		D3D10DDI_MIPINFO indiciesSize;<br />		indiciesSize.PhysicalWidth = indiciesSize.TexelWidth = sizeof(ovlIndicies);<br />		indiciesSize.PhysicalDepth = indiciesSize.PhysicalHeight = indiciesSize.TexelDepth = indiciesSize.TexelHeight = 1;<br />		mtxResource.pMipInfoList = &amp;indiciesSize;<br /><br />		D3D10_DDIARG_SUBRESOURCE_UP indiciesInitialData;<br />		indiciesInitialData.pSysMem = ovlIndicies;<br />		indiciesInitialData.SysMemPitch = 0;<br />		indiciesInitialData.SysMemSlicePitch = 0;<br />		mtxResource.pInitialDataUP = &amp;indiciesInitialData;<br />	<br />		mtxResource.BindFlags = D3D10_DDI_BIND_INDEX_BUFFER;<br />		SIZE_T szIndicies = m_pDevice-&gt;m_deviceFuncs.pfnCalcPrivateResourceSize(m_pDevice-&gt;GetDrv(), &amp;mtxResource);<br />		m_hIndicies.pDrvPrivate = (void *)(new char[szIndicies]);<br /><br />		D3D10DDI_HRTRESOURCE hrtNull;<br />		hrtNull.handle = new char[szIndicies];<br /><br />		m_pDevice-&gt;m_deviceFuncs.pfnCreateResource(m_pDevice-&gt;GetDrv(), &amp;mtxResource, m_hIndicies, hrtNull);<br />                  <br />   m_pDevice-&gt;m_deviceFuncs.pfnIaSetIndexBuffer(m_pDevice-&gt;GetDrv(), m_hIndicies, DXGI_FORMAT_R32_UINT, 0);]]></description>
   </item>
      <item>
      <title>How to avoid Xorg lockups and display corruption on Fedora 15 / kernel 3.x.y?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7681/how-to-avoid-xorg-lockups-and-display-corruption-on-fedora-15-kernel-3-x-y</link>
      <pubDate>Sun, 29 Apr 2012 05:49:56 -0400</pubDate>
      <dc:creator>xilman</dc:creator>
      <guid isPermaLink="false">7681@/devforum/discussions</guid>
      <description><![CDATA[Since upgrading to Fedora 15 I've had to run the 295 series of drivers because earlier ones won't build into the V3.x.y kernels.  So far so good. The installation works, the machine reboots, the X11 display starts up (mostly anyway) and CUDA applications build and run.  However ...<br /><br />Very frequently there is display corruption, usually taking the form of rectangular blocks not updating as windows are moved around but various other forms have been seen.  For instance, on two occasions <strong>every</strong> line of text had every 7th character (counting backwards from the end) replaced by a blank!<br /><br />Also very frequently, the Xorg process runs away and takes 100% of the cpu.  It sometimes crashes and restarts.  It sometimes, as now (I'm typing on another system), locks solid and the machine is completely unresponsive.  Most of the time switching to a text console with Alt-F2 and back to the X display is enough to restore usability for a little while.  Logging in remotely and "telinit 3" followed by "telinit 5" is also a temporary workaround.<br /><br />There's a rash of reports of this sort of behaviour to be found on the web but I've yet to find any  comment by Nvidia people.<br /><br />So, does anyone have any suggestions on how to run Nvidia device drivers reliably on recent Linux kernels?<br /><br />Thanks,<br />	 Paul]]></description>
   </item>
      <item>
      <title>SOLVED Problem in Optix and HD graphics ? No srgb support</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7671/solved-problem-in-optix-and-hd-graphics-no-srgb-support</link>
      <pubDate>Sat, 28 Apr 2012 12:11:11 -0400</pubDate>
      <dc:creator>Conkal</dc:creator>
      <guid isPermaLink="false">7671@/devforum/discussions</guid>
      <description><![CDATA[Hello , <br /><br />I am programming a Bidirectional Path tracer in Optix and I have encountered a problem , which is also the same using the "Path tracer" sample from the Nvidia Optix Samples.<br /><br />(My computer is using intel i5-2500K (with iGpu intel HD-3000)and GTX560ti+ GTX460 , monitor is Samsung P2270, but the same happened in a couple of other computers. The drivers are the official ones with default parameters )<br /><br />The problem is this : <br /><br />1. When i connent my monitor to the GTX 560ti or GTX 460 graphics cards that i have, then the colors in the rendering are a lot brighter than when  connecting  the monitor to the iGPU of the processor. <br /><br />2. The result of the "printscreen function"(pressing s in the rendering window) is the same with the result in the igpu . <br /><br />What is happening ? Is it a bug from the sample code that copied by mistake or is it a problem with optix ? And more importantly WHICH RENDERING IS THE RIGHT ONE ?<br /><br /><br /><br />I have uploaded  the rendering of the default path tracer example and the same scene(almost) in mine.<br /><br />Each one has three pictures , printscreen using the gtx , another one using the intel HD and the optix output from the "s" command.]]></description>
   </item>
      <item>
      <title>PBO + glTexSubImage2D hangs</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7491/pbo-gltexsubimage2d-hangs</link>
      <pubDate>Tue, 24 Apr 2012 18:02:43 -0400</pubDate>
      <dc:creator>attilaafra</dc:creator>
      <guid isPermaLink="false">7491@/devforum/discussions</guid>
      <description><![CDATA[I'm uploading frames into a texture using a pixel buffer object. I'm using an NVS 5100M and Windows 7 x64. With driver version 275.33 or older it works fine, but with 296.10, 296.35 and 301.27 the glTexSubImage2D call hangs for a few seconds. Sometimes it recovers, but usually TDR kicks in or even causes a BSOD. The problem is not specific to my code, and it can be easily reproduced using this PBO sample code: <a href="http://www.songho.ca/opengl/files/pboUnpack.zip" target="_blank" rel="nofollow">http://www.songho.ca/opengl/files/pboUnpack.zip</a><br /><br />Do you have any idea what's wrong? Many thanks!]]></description>
   </item>
      <item>
      <title>Is there a bug in surf3Dread/surf3Dwrite on CUDA 4.1?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5726/is-there-a-bug-in-surf3dreadsurf3dwrite-on-cuda-4-1</link>
      <pubDate>Fri, 09 Mar 2012 18:10:59 -0500</pubDate>
      <dc:creator>vitaminSP</dc:creator>
      <guid isPermaLink="false">5726@/devforum/discussions</guid>
      <description><![CDATA[For some reason, surf3Dread/surf3Dwrite is ignoring the depth parameter.<br />I am attaching a small program to reproduce the bug.<br />Also, using a depth outside the array's bounds does _NOT_ trigger an error (cudaBoundaryModeTrap), while using an X or Y outside the bounds _DOES_ trigger.<br /><br />Is anyone else experiencing the same behavior? I am running windows 7 x64 and the bug can be reproduced on both Quadro 6000 and GT 520.<br /><br />Edit: About the program - it should output "surf[?, ?, 2].x = 2" on the screen, as it always reads at depth 2, but instead it outputs "surf[?, ?, 2].x = 11"]]></description>
   </item>
      <item>
      <title>CreateDeviceAndSwapChain fails with unkown error code</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7106/createdeviceandswapchain-fails-with-unkown-error-code</link>
      <pubDate>Mon, 16 Apr 2012 07:54:23 -0400</pubDate>
      <dc:creator>aerlfredith</dc:creator>
      <guid isPermaLink="false">7106@/devforum/discussions</guid>
      <description><![CDATA[I am trying to create a D3D10Device with<br /><br />hr = D3D10CreateDeviceAndSwapChain( 0, D3D10_DRIVER_TYPE_HARDWARE, 0, createDeviceFlags, D3D10_SDK_VERSION, &amp;sd, &amp;m_pSwapChain, &amp;m_pD3DDevice);<br /><br />which works on my older laptop but NOT om my new desktop with a GTX 680 it does not return a valid HRESULT the return is -2005270527. I think this could be some issue with the GPU compatibility but am not sure and am unable to find an answer on msdn. Help would be sorely appreciated.<br /><br />for those wondering this is de descriptor i give along<br /><br />DXGI_SWAP_CHAIN_DESC sd;<br />    ZeroMemory( &amp;sd, sizeof( sd ) );<br />    /* buffer desc first */<br />    sd.BufferDesc.Width = m_Options-&gt;m_WindowWidth;<br />    sd.BufferDesc.Height = m_Options-&gt;m_WindowHeight;<br />    sd.BufferDesc.RefreshRate.Numerator = 60;<br />    sd.BufferDesc.RefreshRate.Denominator = 1;<br />    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;<br />    sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;<br />    sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;<br /><br />    /* sample once */<br />    sd.SampleDesc.Count = 1;<br />    sd.SampleDesc.Quality = 0;<br /><br />    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;<br />    sd.BufferCount = 1;<br />    sd.OutputWindow = m_Options-&gt;m_GameWindow;<br />    sd.Windowed = m_Options-&gt;m_bWindowed;<br />    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;<br />    sd.Flags = 0;]]></description>
   </item>
      <item>
      <title>OpenGL 4.2 Uniform Buffer Object layout binding</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7086/opengl-4-2-uniform-buffer-object-layout-binding</link>
      <pubDate>Mon, 16 Apr 2012 04:03:33 -0400</pubDate>
      <dc:creator>welford</dc:creator>
      <guid isPermaLink="false">7086@/devforum/discussions</guid>
      <description><![CDATA[I Posted this on the OpenGL forums already: <br /><br />I have two Uniform Blocks in my vertex shader :<br /><br /><code>layout(std140, binding=1) uniform Transforms<br />{<br />uniform mat4		mvp;<br />uniform mat4		proj;<br />uniform mat4		mv;<br />uniform mat4		nrmn;<br />}trans;</code><br /><br /><code>layout(std140, binding=3) uniform Shadows<br />{<br />uniform mat4 shadowMtx[2];<br />}sdw;<br /></code><br />I can get the correct binding for Transforms using glGetActiveUniformBlockiv with GL_UNIFORM_BLOCK_BINDING but it gives me 0 for Shadows.<br /><br />If I change Shadows to <br /><br /><code>layout(std140, binding=3) uniform Shadows<br />{<br />uniform mat4 dummy;<br />uniform mat4 shadowMtx[2];<br />}sdw;</code><br /><br />querying GL_UNIFORM_BLOCK_BINDING now gives the correct location. Have I misunderstood something or is this a bug?<br /><br />I'm using openGL 4.2 with Nvidia 460 w/ 296.10 drivers <br /><br />Thanks,<br /><br />James]]></description>
   </item>
      <item>
      <title>Driver with realtime linux kernel?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/7071/driver-with-realtime-linux-kernel</link>
      <pubDate>Sun, 15 Apr 2012 08:06:23 -0400</pubDate>
      <dc:creator>int512</dc:creator>
      <guid isPermaLink="false">7071@/devforum/discussions</guid>
      <description><![CDATA[I tried to compile and use a patched nvidia kernel module(patches provided <a href="http://www.clemensrabe.com/linux/nvidia-driver-295-20-and-the-rt-preempt-patch">here</a>), the module loaded(the gpu fan slowed down, without a driver it runs on max) but the screen remained black and CTRL+ALT+F1 -F8 didn't do anything, the splash logo never appeared(it does with generic debian kernel). Kernel version is 2.6.33.7.2-rt30(same as in the guide), driver version is 295.40(those patches are for 295.2, that might be a problem). The way I tried was to pass -x to the .run file, cd into 295.4/kernel directory created by the installer, apply the patches(didn't return any errors) boot in to a realtime kernel and pass the -K option to the nvidia-installer, it installed without errors, after a reboot the fan slows down and the screen remains black. Will nVidia provide support for RT kernels with a command-line option?]]></description>
   </item>
      <item>
      <title>Using multiple Geforce cards with OpenGL  (Windows 7)</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3681/using-multiple-geforce-cards-with-opengl-windows-7</link>
      <pubDate>Thu, 19 Jan 2012 07:37:01 -0500</pubDate>
      <dc:creator>JohnZo</dc:creator>
      <guid isPermaLink="false">3681@/devforum/discussions</guid>
      <description><![CDATA[I am experimenting with multi-GPU OpenGL rendering on Windows 7.<br />For now, I am using a pair of Geforce GTX 580 graphics cards in one PC, with two LCD displays (one per graphics card).  I disable SLI in order to have access to the two graphics cards.<br /><br />I try to have one process creating two OpenGL windows (one per graphics card).  It works, but whatever I do, I don't get the performance benefits of the second card: all OpenGL calls are being sent (and processed) by the same graphics card.  <br /><br />This limitation is also confirmed by the team at <a href="http://www.equalizergraphics.com/" target="_blank" rel="nofollow">http://www.equalizergraphics.com/</a>.<br /><br />Does anyone know if this limitation is "by design" from nVidia?<br />Or can we expect a future driver to solve that issue?<br /><br />Thanks,<br /><br /><br />John. ]]></description>
   </item>
      <item>
      <title>Transform-feedback issue when using SLI boards</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6186/transform-feedback-issue-when-using-sli-boards</link>
      <pubDate>Thu, 22 Mar 2012 05:24:08 -0400</pubDate>
      <dc:creator>Kagenuip</dc:creator>
      <guid isPermaLink="false">6186@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />I'm experiencing a problem when using transform feedback on machines with two SLI connected graphics-cards. I have tried two GTX580 and two GTX280m with the latest nvidia drivers.<br /><br />During runtime several transform-feedback recordings are performed in which I fill vertexbuffers using a geometry shader. The correct creation and the following primitive query both seem to fail.<br /><br />The resulting effects are vertexbuffers with partially incorrect data and array accesses exceeding the vertexbuffer bounds (because of the wrong query results). Also, the vertexbuffer in question can only be seen in every second frame, which produces a flickering inbetween two frames. Everything is working fine in non-SLI mode.<br /><br />Do I have to take any precautions when using SLI? Could this be an OpenGL driver issue?<br />]]></description>
   </item>
      <item>
      <title>Debugging Driver Crashes</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6521/debugging-driver-crashes</link>
      <pubDate>Wed, 28 Mar 2012 13:41:38 -0400</pubDate>
      <dc:creator>miggye</dc:creator>
      <guid isPermaLink="false">6521@/devforum/discussions</guid>
      <description><![CDATA[We're experiencing a regular driver crash that appears to only happen on our Nvidia 580 cards. When the driver crashes we are just given the Windows "Driver has stopped responding" message without any indication to the cause. We were wondering if there was any way to obtain information on the cause of a driver crash like this to save us from the laborious task of attempting to discover the cause by process of elimination.]]></description>
   </item>
      <item>
      <title>Driver versions after 275.43 return inconsistent results</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5826/driver-versions-after-275-43-return-inconsistent-results</link>
      <pubDate>Mon, 12 Mar 2012 08:47:52 -0400</pubDate>
      <dc:creator>radix</dc:creator>
      <guid isPermaLink="false">5826@/devforum/discussions</guid>
      <description><![CDATA[Code compiled with CUDA 4.1 does not return all expected results.  We have tested 4 different GTX (580, 560ti, 480, and 295) models with each driver version starting from 275.43 and ending with 295.20.  When given the result to each problem 275.43 will output what is expected, but all other versions will return a different result each time the code is run.  Was there a change in the driver code that could be affecting our program?]]></description>
   </item>
      <item>
      <title>glTexImage2D causes xorg to use 95% CPU</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6331/glteximage2d-causes-xorg-to-use-95-cpu</link>
      <pubDate>Sat, 24 Mar 2012 13:49:07 -0400</pubDate>
      <dc:creator>cameronking</dc:creator>
      <guid isPermaLink="false">6331@/devforum/discussions</guid>
      <description><![CDATA[Hello,<br /><br />I'm using a 9600 GT Mobile GPU with 256MB with Ubuntu Linux 10.04 LTS and Nvidia driver 195.36.24<br /><br />I have an application that generates a texture atlas 4096x4096 sized with RGBA, compressed and then about 7 smaller textures 56x56 sized, uncompressed for FBO reasons, but the next small texture I create which happens to be 48x48 uncompressed instead, seems to drive Xorg up to 95% of CPU.<br /><br />I isolated this effect down to the glTexImage2D call. If I make that texture 56x56 like the other small uncompressed textures then everything is fine, Xorg is around 0-1% of CPU.<br /><br />But if that last small texture is 48x48.. or in fact any other size than the other 56x56 textures, Xorg uses up a CPU core (around 95%). -The application itself remains around 6% of CPU as per normal..<br /><br />Is this a known bug with this driver series? What am I doing wrong?<br /><br />Thanks very much for any help or advice.<br /><br />Cameron<br />]]></description>
   </item>
      <item>
      <title>glFramebufferTexture detach</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6266/glframebuffertexture-detach</link>
      <pubDate>Fri, 23 Mar 2012 06:31:21 -0400</pubDate>
      <dc:creator>Ambator</dc:creator>
      <guid isPermaLink="false">6266@/devforum/discussions</guid>
      <description><![CDATA[Hello,<br /><br />NVidia drivers do not allow to detach a texture from a framebuffer via glFramebufferTexture However, glFramebufferTextureLayer, glFramebufferTexture2D, glFramebufferRenderbuffer, ... seem to work.<br />I guess this question already popped up a few times, but it seems that it's not fixed. Or do I miss some intention in that behavior? Spec says glFramebufferTexture* with texture 0 should detach any bound texture.<br /><br />Best]]></description>
   </item>
      <item>
      <title>opencl for 64-bit linux?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/6151/opencl-for-64-bit-linux</link>
      <pubDate>Tue, 20 Mar 2012 19:17:34 -0400</pubDate>
      <dc:creator>Cookie Monster</dc:creator>
      <guid isPermaLink="false">6151@/devforum/discussions</guid>
      <description><![CDATA[I've installed the 295.20 64-bit linux drivers (with a 8600 GTX card).  For the life of me, I can't seem to find the libopencl.so library.  The driver package installed the libcuda.so and (of course) for libGL.so libraries though.  Is opencl supported in the 295.20 drivers?  I've also installed the cuda tool kit and SDK packages.]]></description>
   </item>
      <item>
      <title>Access Violation with Similar Shaders</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5731/access-violation-with-similar-shaders</link>
      <pubDate>Fri, 09 Mar 2012 20:01:43 -0500</pubDate>
      <dc:creator>Geometrian</dc:creator>
      <guid isPermaLink="false">5731@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />I'm writing a shader in GLSL.  However, when compiling very similar fragment shaders, I get an access violation in nvoglv32.dll!68dbc8cc().  The only change is the shader's source, so I suspect an issue with the GLSL compiler.  Both shaders compile without warnings or errors.<br /><br />The full (unmodified) sources of the two fragment shaders are as follows.  The only changes are within the functions trace<em>n</em>.  Note that I am emulating recursion by manually creating these different functions (the recursion depth is known and not deep)<br /><br />This shader compiles and runs normally.  Note that the variable "count" is unused, and so will be edited away:<br /><code><br />varying vec3 vec_normal_obj;<br />varying vec4 vec_vertex_obj;<br /><br />varying vec3   vec_vertex_eye_i;<br />varying vec3   vec_normal_eye_i;<br />varying vec3  vec_tangent_eye_i;<br />varying vec3 vec_binormal_eye_i;<br /><br />uniform sampler2D   tex2D_1;<br />uniform mat4 model_matrix;<br />vec3 vec_normal_eye;<br />vec3 vec_binormal_eye;<br />vec3 vec_tangent_eye;<br />vec3 vec_vertex_eye;<br />vec3 vec_light_eye;<br />uniform mat4 transform_matrix;<br /><br />uniform vec3 bound_neg; uniform vec3 bound_pos; uniform vec3 camera_position;<br />varying vec3 graph_coord;<br />varying vec3 graph_dir;<br /><br />float sum(vec2 vec) { return vec.x+vec.y; }<br />float sum(vec3 vec) { return vec.x+vec.y+vec.z; }<br />float sum(vec4 vec) { return vec.x+vec.y+vec.z+vec.w; }<br />float sum(mat2 mat) { return sum(mat[0])+sum(mat[1]); }<br />float sum(mat3 mat) { return sum(mat[0])+sum(mat[1])+sum(mat[2]); }<br />float sum(mat4 mat) { return sum(mat[0])+sum(mat[1])+sum(mat[2])+sum(mat[3]); }<br /><br />vec3 trace2(vec3 level_pos, vec3 dir) {<br />	return level_pos;<br />}<br />vec3 trace1(vec3 level_pos, vec3 dir) {<br />	level_pos *= 3.0;<br />	int count = 0;<br />	if (level_pos.x&gt;1.0&amp;&amp;level_pos.x&lt;2.0) ++count;<br />	if (level_pos.y&gt;1.0&amp;&amp;level_pos.y&lt;2.0) ++count;<br />	if (level_pos.z&gt;1.0&amp;&amp;level_pos.z&lt;2.0) ++count;<br />	level_pos = fract(level_pos);<br />	while (true) {<br />		return trace2(level_pos,dir);<br />	}<br />}<br />vec3 trace0(vec3 level_pos, vec3 dir) {<br />	level_pos *= 3.0;<br />	int count = 0;<br />	if (level_pos.x&gt;1.0&amp;&amp;level_pos.x&lt;2.0) ++count;<br />	if (level_pos.y&gt;1.0&amp;&amp;level_pos.y&lt;2.0) ++count;<br />	if (level_pos.z&gt;1.0&amp;&amp;level_pos.z&lt;2.0) ++count;<br />	level_pos = fract(level_pos);<br />	while (true) {<br />		return trace1(level_pos,dir);<br />	}<br />}<br /><br />void main() {<br />	vec4 color = vec4(0.0,0.0,0.0,1.0);<br /><br />	vec_vertex_eye = normalize(-vec_vertex_eye_i);<br />	vec_normal_eye = normalize(vec_normal_eye_i);<br />	vec_binormal_eye = normalize(vec_binormal_eye_i);<br />	vec_tangent_eye = normalize(vec_tangent_eye_i);<br /><br />	vec4  ambient_color = gl_FrontMaterial.ambient;<br />	vec4  diffuse_color = gl_FrontMaterial.diffuse;<br />	vec4 specular_color = gl_FrontMaterial.specular;<br />	vec4 emission_color = gl_FrontMaterial.emission;<br /><br />	color.rgb = vec3(0.5);<br />	vec3 pos = graph_coord;<br />	vec3 dir = normalize(graph_dir);<br /><br />	vec3 result = trace0(pos,dir);<br />	color.rgb = (sum(result)==0.0) ? vec3(1.0,0.0,0.0) : result;<br /><br />	gl_FragData[0] = color;<br />}<br /></code><br />This shader gives the error described.  The "count" variable is now used to return.<br /><code>varying vec3 vec_normal_obj;<br />varying vec4 vec_vertex_obj;<br /><br />varying vec3   vec_vertex_eye_i;<br />varying vec3   vec_normal_eye_i;<br />varying vec3  vec_tangent_eye_i;<br />varying vec3 vec_binormal_eye_i;<br /><br />uniform sampler2D   tex2D_1;<br />uniform mat4 model_matrix;<br />vec3 vec_normal_eye;<br />vec3 vec_binormal_eye;<br />vec3 vec_tangent_eye;<br />vec3 vec_vertex_eye;<br />vec3 vec_light_eye;<br />uniform mat4 transform_matrix;<br /><br />uniform vec3 bound_neg; uniform vec3 bound_pos; uniform vec3 camera_position;<br />varying vec3 graph_coord;<br />varying vec3 graph_dir;<br /><br />float sum(vec2 vec) { return vec.x+vec.y; }<br />float sum(vec3 vec) { return vec.x+vec.y+vec.z; }<br />float sum(vec4 vec) { return vec.x+vec.y+vec.z+vec.w; }<br />float sum(mat2 mat) { return sum(mat[0])+sum(mat[1]); }<br />float sum(mat3 mat) { return sum(mat[0])+sum(mat[1])+sum(mat[2]); }<br />float sum(mat4 mat) { return sum(mat[0])+sum(mat[1])+sum(mat[2])+sum(mat[3]); }<br /><br />vec3 trace2(vec3 level_pos, vec3 dir) {<br />	return level_pos;<br />}<br />vec3 trace1(vec3 level_pos, vec3 dir) {<br />	level_pos *= 3.0;<br />	int count = 0;<br />	if (level_pos.x&gt;1.0&amp;&amp;level_pos.x&lt;2.0) ++count;<br />	if (level_pos.y&gt;1.0&amp;&amp;level_pos.y&lt;2.0) ++count;<br />	if (level_pos.z&gt;1.0&amp;&amp;level_pos.z&lt;2.0) ++count;<br />	if (count&gt;2) return vec3(0.0);<br /><br />	level_pos = fract(level_pos);<br />	while (true) {<br />		return trace2(level_pos,dir);<br />	}<br />}<br />vec3 trace0(vec3 level_pos, vec3 dir) {<br />	level_pos *= 3.0;<br />	int count = 0;<br />	if (level_pos.x&gt;1.0&amp;&amp;level_pos.x&lt;2.0) ++count;<br />	if (level_pos.y&gt;1.0&amp;&amp;level_pos.y&lt;2.0) ++count;<br />	if (level_pos.z&gt;1.0&amp;&amp;level_pos.z&lt;2.0) ++count;<br />	if (count&gt;2) return vec3(0.0);<br /><br />	level_pos = fract(level_pos);<br />	while (true) {<br />		return trace1(level_pos,dir);<br />	}<br />}<br /><br />void main() {<br />	vec4 color = vec4(0.0,0.0,0.0,1.0);<br /><br />	vec_vertex_eye = normalize(-vec_vertex_eye_i);<br />	vec_normal_eye = normalize(vec_normal_eye_i);<br />	vec_binormal_eye = normalize(vec_binormal_eye_i);<br />	vec_tangent_eye = normalize(vec_tangent_eye_i);<br /><br />	vec4  ambient_color = gl_FrontMaterial.ambient;<br />	vec4  diffuse_color = gl_FrontMaterial.diffuse;<br />	vec4 specular_color = gl_FrontMaterial.specular;<br />	vec4 emission_color = gl_FrontMaterial.emission;<br /><br />	color.rgb = vec3(0.5);<br />	vec3 pos = graph_coord;<br />	vec3 dir = normalize(graph_dir);<br /><br />	vec3 result = trace0(pos,dir);<br />	color.rgb = (sum(result)==0.0) ? vec3(1.0,0.0,0.0) : result;<br /><br />	gl_FragData[0] = color;<br />}<br /></code><br /><br />GPU is GeForce GTX 580M, with driver 295.73.<br /><br />Thanks,<br />Ian]]></description>
   </item>
      <item>
      <title>New DX79SI</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5546/new-dx79si</link>
      <pubDate>Wed, 07 Mar 2012 07:47:39 -0500</pubDate>
      <dc:creator>franzreitner</dc:creator>
      <guid isPermaLink="false">5546@/devforum/discussions</guid>
      <description><![CDATA[Hi all,<br /><br />I'm testing on a brand new DX79SI(W7prof./64bit) using Nvidia CUDA enabled grafics devices and get system freezes.<br />My app runs fine without using CUDA, but when I active CUDA the system freezes after a short random time (0.x - 2sec). I've compiled my app against 3.2, 4.0 and 4.1. I've installed an older driver 285.19 and the current one 295.73. All with the same negative result.<br /><br />I've also tried with a demo app (alignedTypes.exe). It freezes the system, too.<br />Please help!<br /><br />Regards,<br />Franz<br /><br />Today I've tested also 296.10, also with negative result. However when I plug the card to a x8 slot it works, but this is not intended. In every x16 slot the GPU freezes the pc.<br /><br />The mainboard pci spec. is 3.0 and the card has got 2.0. Probably this is not compatible.]]></description>
   </item>
      <item>
      <title>Please help me with my problem.</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5431/please-help-me-with-my-problem-</link>
      <pubDate>Mon, 05 Mar 2012 09:09:34 -0500</pubDate>
      <dc:creator>chan16</dc:creator>
      <guid isPermaLink="false">5431@/devforum/discussions</guid>
      <description><![CDATA[1.)display driver nvidia windows kernel mode driver version 295.73 stopped responding and has successfully recovered.<br /><br />2.)the nvidia opengl driver lost connection with the display driver due to exceeding the windows time-out<br /><br /><br /><br />my desktop is.<br /><br />AMD Athlon(tm) II X2 250 Processor 3.0 Ghz<br />2 GB RAM<br />500 GB Hard Drive<br />32-bit Operating System Windows7<br />1 GB Video Card NVIDIA GeForce GT220<br /><br /><br /><br /><br />Hope you can help me, and what to do on this problem.<br />]]></description>
   </item>
      <item>
      <title>[BUG] - Interface Block initializers</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5456/bug-interface-block-initializers</link>
      <pubDate>Mon, 05 Mar 2012 10:57:07 -0500</pubDate>
      <dc:creator>nunosilva800</dc:creator>
      <guid isPermaLink="false">5456@/devforum/discussions</guid>
      <description><![CDATA[I stumbled upon this bug, I tried to initialize this uniform block:<br />Code:<br /><a href="/devforum/search?Search=%23version&amp;Mode=like">#version</a> 330<br />layout (std140) uniform Material {<br />	vec4 diffuse = vec4(0.2, 0.2, 0.2 ,1.0);<br />	vec4 ambient;<br />	vec4 specular;<br />	vec4 emissive;<br />	float shininess = 0.5f;<br />	int texCount = 0;<br />};<br /><br />And the program just crashed when calling glLinkProgram.<br />I'm using Opengl 3.3 and GLSL 330.<br />According to GLSLangSpec 3.30.6, this is, in fact, not allowed, but it should produce an error, not crash the application.<br /><br />I tested it with Nvidia driver versions 295.51 and 295.73 32bit and 64 bit (windows).]]></description>
   </item>
      <item>
      <title>Technical problem with latest Nvidia graphic drivers and DirectX9</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5336/technical-problem-with-latest-nvidia-graphic-drivers-and-directx9</link>
      <pubDate>Thu, 01 Mar 2012 16:03:12 -0500</pubDate>
      <dc:creator>ccw</dc:creator>
      <guid isPermaLink="false">5336@/devforum/discussions</guid>
      <description><![CDATA[It would appear that the latest Nvidia graphic drivers are hooking the D3D9.DLL function 'Direct3DCreate9' in such a way that any previous hooks are overwritten.<br /><br />The previous hook in my test case was applied using Microsoft Corporation Detours (Version 1.5 Build 46) during a DllMain() DLL_PROCESS_ATTACH of a dll injected into another process. If the test hook is applied later it does not get overwritten.]]></description>
   </item>
      <item>
      <title>direct3d9 program, render dds textures crash!</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5331/direct3d9-program-render-dds-textures-crash</link>
      <pubDate>Thu, 01 Mar 2012 09:29:41 -0500</pubDate>
      <dc:creator>fly821008</dc:creator>
      <guid isPermaLink="false">5331@/devforum/discussions</guid>
      <description><![CDATA[test procedures are as follows: use DXUT, test direct3d dds textures support  under windows xp .<br />The test environment:<br />windows xp, video memory 512MB, 8600GT, 2010 june the directx sdk, vc 2008. latest video card driver .<br /> <br />Is a d3d 3D GIS program, dynamic scheduling scene model data, then compile and render. The program will crash.<br /> <br />My question is to ask what I created less than 300MB of dxt1 and dxt3 format of the texture, my program will load and compile of 270 dxt1 texutres of 256*256 and over 3200 dxt3 texutres of 256*256, more than 20 dxt3 texutres of 512*512.  when program Loaded over 2800 dxt3, Direct3d will crash.<br /> <br />Statistics: vb: MAMAGED 35MB, default 3MB; the texture all MANAGED: the number of dds textures is 3000, render patch is 3500, more than 160,000 of the triangles, the vertex is less than 1.7 million.<br /> <br />windows 7 is no problem.<br />windows xp will always crash in <br />pd3dDevice-&gt; the the DrawPrimitive (D3DPT_TRIANGLESTRIP, *, *).<br /><br />Prompt the following error message:<br />Direct3D9: (ERROR): Unexpected error in the Clone 8007000e<br />Direct3D9: (ERROR): The resource manager failed to promote or update a dirty texture. The texture will be disabled.<br /><br />Direct3D9: (ERROR): river returned error: DDERR_CURRENTLYNOTAVAIL<br />Direct3D9: (ERROR): driver failed command batch. Attempting to reset device state. The device may now be in an unstable state and the application may experience an access violation.<br /> <br /><br />MANAGED texture are the dds, whole mipmap. All the D3D api return S_OK!<br />If all dds textures only create a level 0 surface, is operating normally. And if all dds are converted to argb format and enable automipmap, direct3d can well manage the graphics resources.<br /> <br />Also to tried D3DCREATE_DISABLE_DRIVER_MANAGEMENT, also crash.<br /> <br />What are the limits of dds textures when realtime render many ddx textures of whole mipmaps, the total number? the total size? how to solve these problems.<br />Really very, very Thanks.]]></description>
   </item>
      <item>
      <title>NVidial X11 driver resources free on exit</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5251/nvidial-x11-driver-resources-free-on-exit</link>
      <pubDate>Wed, 29 Feb 2012 05:36:11 -0500</pubDate>
      <dc:creator>tiaanwessels</dc:creator>
      <guid isPermaLink="false">5251@/devforum/discussions</guid>
      <description><![CDATA[I can find no concrete guidance on what happens when an application using OpenGL on Linux crashes with regards to its resources on the GPU. Will the driver automatically free allocated textures and display lists that occupied memory on the GPU if the application crashes and had no opportunity to free these or is there something one needs to do afterwards to get memory released e.g. command-line utility ?<br /><br />The reason I'm asking is that sometimes during development, restarting the app after a crash, the app fails to have its graphics run accelerated. Its as if software rendering occurs. Even a couple of restarts sometimes don't do the trick and all that helps is to wait a couple of minutes and try again. Its like some maintenance garbage collection in the driver needs to run. I'm using RHEL5 64-bit with a Quadro FX 550 and the latest NVidia drivers.]]></description>
   </item>
      <item>
      <title>On the thread safety of OpenGL/OpenCL interoperability</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5031/on-the-thread-safety-of-openglopencl-interoperability</link>
      <pubDate>Thu, 23 Feb 2012 07:45:26 -0500</pubDate>
      <dc:creator>lvezzaro</dc:creator>
      <guid isPermaLink="false">5031@/devforum/discussions</guid>
      <description><![CDATA[Hello,<br /><br />I've just started learning OpenCL, and I've already encountered a few roadblocks in getting proper interoperability with OpenCL, mostly because of the difficulty in writing portable code.<br /><br />In the end, I managed to get things to work on a single-threaded environment, but it'll be easier to integrate into our physics engine if I could run the OpenCL code in a separate thread, not the same one where the OpenGL commands are issued. I also think our code will be more future-proof and scale better in multi-core processors and multi-GPU architectures.<br />I understand some synchronization between the OpenCL and OpenGL threads will be involved, but I hope it could be restricted to the code working with the shared resources. <br /><br />What I observed instead is that my code had a hard time running on PCs equipped with NVIDIA GPUs. And while the last driver release (295.73) appears to have fixed the issue on Windows, I cannot manage to get my code to work under Linux (latest driver, 295.20). <br />To be more specific, my code will either crash or hang while inside the clEnqueueAcquireGLObjects() function (the same used to happen on Windows before the driver update).<br /><br />Attached, you'll find the code I'm talking about. Under Windows, you'll need Microsoft Visual C++ 2008 or later to build it (use the install.bat script to copy the DLLs), while on Linux you'll need SCons (<a href="http://www.scons.org/" target="_blank" rel="nofollow">http://www.scons.org/</a>), the SDL development libraries and the GLEW development libraries. On both platforms, you'll also need the proper OpenCL SDK, of course.<br /><br />I tested the attached code on the following GPUs: NVIDIA Quadro 4000, NVIDIA 8800 GTS, ATI FirePro V7800 and operating systems: Windows 7 64-bit, 64-bit Ubuntu, 64-bit Fedora.<br /><br />Any feedback will be greatly appreciated, and I'll be happy to provide more info (logs, backtraces, core dumps...) if it could be of help.]]></description>
   </item>
      <item>
      <title>Problem with nvidia-setting OpenGL</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4971/problem-with-nvidia-setting-opengl</link>
      <pubDate>Tue, 21 Feb 2012 21:05:25 -0500</pubDate>
      <dc:creator>jenniferwillow</dc:creator>
      <guid isPermaLink="false">4971@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br />I'm running RHEL 6 64 bit and I'm having a problem with the OpenGL configuration.  When I try to open the OpenGL configuration tab in nvidia-settings I get the following error.  I get exactly the same error when I attempt to run any of the OpenGL based example programs in the SDK.  I tried reinstalling the CUDA driver but every time I attempt it the driver installation program says that I'm running an X server (despite being at init 3 and ctrl-alt-F2).<br />  Does anyone have any idea why this error is showing up?  The system was working fine before I had a problem with evdev (mouse and keyboard wouldn't respond due to an incompatible evdev).  I updated evdev and now OpenGL has stopped working. <br />Sincerely,<br />Jennifer Milburn jwm@astro.caltech.edu<br /><br />vidia-settings<br /><br />Gdk-ERROR **: The program 'nvidia-settings' received an X Window System error.<br />This probably reflects a bug in the program.<br />The error was 'BadWindow (invalid Window parameter)'.<br />  (Details: serial 312 error_code 3 request_code 137 minor_code 4)<br />  (Note to programmers: normally, X errors are reported asynchronously;<br />   that is, you will receive the error a while after causing it.<br />   To debug your program, run it with the --sync command line<br />   option to change this behavior. You can then get a meaningful<br />   backtrace from your debugger if you break on the gdk_x_error() function.)<br />aborting...<br />Aborted (core dumped)<br />]]></description>
   </item>
      <item>
      <title>DirectX Sample browser shows blank screen on the right</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4796/directx-sample-browser-shows-blank-screen-on-the-right</link>
      <pubDate>Fri, 17 Feb 2012 09:54:50 -0500</pubDate>
      <dc:creator>isvicbhasme</dc:creator>
      <guid isPermaLink="false">4796@/devforum/discussions</guid>
      <description><![CDATA[Hi, I installed DirectX SDK (June2010) and when I open SampleBrowser.exe I get a blank window. The reason why I am posting it on this forum is because I was told that the problem might lie with the NVIDIA driver. <br /><br />Kindly view the original discussion at <a href="http://social.msdn.microsoft.com/Forums/en-US/vcgeneral/thread/279e433c-59fc-48b9-b749-8e22b665b133">directXForum</a><br /><br />I run NVIDIA GeForce 8400M GS graphic card with driver version 285.62<br />If you need any other information like DirectX Diagnostic report please let me know.<br /><br />Thank you in advance!]]></description>
   </item>
      <item>
      <title>GLSL version problem</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/5166/glsl-version-problem</link>
      <pubDate>Sun, 26 Feb 2012 17:39:32 -0500</pubDate>
      <dc:creator>Mokka</dc:creator>
      <guid isPermaLink="false">5166@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br /><br />I have a bit of a problem with GLSL.<br />I am using an "NVIDIA GeForce GTX 280M" on my Laptop.<br />This card should support OpenGL 3.3 and therefore GLSL 3.3.<br />GPU Caps viewer (<a href="http://www.ozone3d.net/gpu_caps_viewer/">http://www.ozone3d.net/gpu_caps_viewer/</a>) tells me that indeed the GPU has those capabilities.<br /><br />Now when I set up my OpenGL program and try to run this snipped of code:<br /><br /><code>const char* vertexShaderSource =<br />"#version 330\n"<br />"void main()\n"<br />"{\n"<br />"   gl_Position = gl_Vertex;\n"<br />"}\0";</code><br /><br />I get a "GL_INVALID_OPERATION" error. Only setting the version to "1.3" (130) helps.<br />I initially thought this may have something to do with my GL context creation. At first I used Qt 4.8.0 and let it handle everything. Then I tried GLUT 3.7.6. In both cases I get the same OpenGL error.<br />Also in both cases I get "3.30 NVIDIA via Cg compiler" when using <code>glGetString(GL_SHADING_LANGUAGE_VERSION)</code>.<br /><br />Additional info:<br />I am using:<br />- GLEW<br />- Windows 7, 64 Bit<br />- NVidia driver ver. 295.73<br /><br />Thanks.]]></description>
   </item>
      <item>
      <title>OpenGL 4.0 on Linux</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4856/opengl-4-0-on-linux</link>
      <pubDate>Sat, 18 Feb 2012 19:38:23 -0500</pubDate>
      <dc:creator>gobien</dc:creator>
      <guid isPermaLink="false">4856@/devforum/discussions</guid>
      <description><![CDATA[hi, i'm new to the graphic programming.<br />i've made some experiments with the mesa implementation.<br />i have a notebook with two graphic cards.<br />the discrete one is 450M 2GB.<br />on the nvidia site i read that it supports opengl 4.0,<br />then, i would write something with opengl 4.0.<br />when installing nvidia proprietary drivers (in both manners: distro package - *.run file)<br />an error occurs in xserver configuration i think.<br />but where are the opengl headers? how can i write opengl 4.0 programs?]]></description>
   </item>
      <item>
      <title>JCUDA -CUDA+JAVA</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4381/jcuda-cuda-java</link>
      <pubDate>Tue, 07 Feb 2012 01:47:38 -0500</pubDate>
      <dc:creator>ashwinrpai07</dc:creator>
      <guid isPermaLink="false">4381@/devforum/discussions</guid>
      <description><![CDATA[Hello every one,<br />I would like to port  event processing on GPU with the help of GPU and CUDA . I need some help about how can I port the event beans /event objects to CUDA architecture. Will the simple cuda memcpy() will work out or I need to do some other methods. How should I proceed from here. I have sufficiently good knowledge about CUDA programming but now I cannot get how I can correlate the object oriented features into CUDA architecture]]></description>
   </item>
      <item>
      <title>Kernel panics with 285.5.32 driver</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4171/kernel-panics-with-285-5-32-driver</link>
      <pubDate>Tue, 31 Jan 2012 12:12:07 -0500</pubDate>
      <dc:creator>jlong</dc:creator>
      <guid isPermaLink="false">4171@/devforum/discussions</guid>
      <description><![CDATA[I installed the 285.5.32 driver pointed to by the Cuda 4.1<br />download page on to my Dell C6145 compute node.  It is connected<br />to eight M2070 GPUs through the Dell C410X chassis.  The driver<br />installed without error, loads without issues, and created the<br />/dev/nvidia* files as expected.    When I run something like<br />nvidia-smi -L, the system immediately kernel panics.<br /><br /><br />kernel: BUG: unable to handle kernel NULL pointer dereference at 0000000000000048<br /><br />Has anyone else experienced this issue?]]></description>
   </item>
      <item>
      <title>Help please   Failed To Initialize NVIDIA PerfSDK</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4166/help-please-failed-to-initialize-nvidia-perfsdk</link>
      <pubDate>Tue, 31 Jan 2012 11:13:23 -0500</pubDate>
      <dc:creator>ffoieoi</dc:creator>
      <guid isPermaLink="false">4166@/devforum/discussions</guid>
      <description><![CDATA[My Driver is GeForce GT 540M <br />My system is Windows7 32bit<br />I am install "NVIDIA_PerfKit_x86_6.72.0719.0645.exe"<br />But the perfHud show "Data unavailable Failed To Initialize NVIDIA PerfSDK" When I run the "FogPolygonVolumes DX9 Demo"<br />the NVInstEnabler is Ok<br />Please attach the picture I was upload<br />What wrong about this NV Driver make me craze. Help~~~~~~Please]]></description>
   </item>
      <item>
      <title>Need a driver update for GeForce 330M</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4121/need-a-driver-update-for-geforce-330m</link>
      <pubDate>Sun, 29 Jan 2012 16:41:39 -0500</pubDate>
      <dc:creator>twist69</dc:creator>
      <guid isPermaLink="false">4121@/devforum/discussions</guid>
      <description><![CDATA[My notebook is AcerAspire5745G-434G64Mn<br />My OS is Windows 7 Ultimate x64<br />My video card is GeForce 330M (HW ID is PCI\VEN_10DE&amp;DEV_0A29&amp;SUBSYS_035B1025&amp;REV_A2<br />)<br /><br />I need a driver update, because some games and apps need latest drivers, but when I download 330M drivers from nVidia, they is not compatible with my video card.<br />Sometimes video drivers crash, but now I can't give info for this problem. I think when you do latest version of drivers compatible with my card, it will be fix.<br /><br />Help me please!]]></description>
   </item>
      <item>
      <title>NV Controller stop responding during OpenCL kernel execution.</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1531/nv-controller-stop-responding-during-opencl-kernel-execution-</link>
      <pubDate>Tue, 15 Nov 2011 06:09:06 -0500</pubDate>
      <dc:creator>Ffelagund</dc:creator>
      <guid isPermaLink="false">1531@/devforum/discussions</guid>
      <description><![CDATA[Hello, <br /><br />We are starting with OpenCL and we are performing some sample applications to learn how it works under the tables. We found in one execution that the device driver stopped responding and rebooted (not the machine, only the device driver).<br />I've attache the VS2008 solution that makes the application crash, as well as a screen capture in the moment of the problem (sorry, it is in Spanish)<br /><br />We are using a NV 525M GT, with driver version 285.62 in a laptop with Windows 7 64b.<br /><br />Any clue to foind out why this happens will be really appreciated :)<br /><br />Regards,<br />Jacobo.]]></description>
   </item>
      <item>
      <title>BUG: CUDA RC2 Driver cannot Initialize with over 8 GB Host Memory</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3136/bug-cuda-rc2-driver-cannot-initialize-with-over-8-gb-host-memory</link>
      <pubDate>Thu, 05 Jan 2012 23:13:12 -0500</pubDate>
      <dc:creator>ryo-nishimura</dc:creator>
      <guid isPermaLink="false">3136@/devforum/discussions</guid>
      <description><![CDATA[I post this discussion again because the forum database crashed that our old discussion is erased.<br /><br />After installing the 285.05.23 developper driver of CUDA RC2 into CentOS 6.0 x86_64 or Ubuntu 11.04 x86_64, CUDA does not initialize when over 8 GB host memory is already allocated. The older drivers can initialize in the same condition, but the newer released drivers than 285.05.23 cannot.<br /><br />The following source code reproduce this bug:<br /><code><br /><a href="/devforum/search?Search=%23include&amp;Mode=like">#include</a> &lt;stdio.h&gt;<br /><a href="/devforum/search?Search=%23include&amp;Mode=like">#include</a> &lt;cuda.h&gt;<br /><br />char a[8ll * 1024ll * 1024ll * 1024ll];<br /><br />int<br />main()<br />{<br />  printf("%d\n", cuInit(0));<br />  return 0;<br />}<br /></code><br /><br />This program prints CUDA_ERROR_OUT_OF_MEMORY meaning "out of memory." This bug appears as cudaErrorMemoryAllocation when using CUDA Runtime API.]]></description>
   </item>
      <item>
      <title>NVIDIA driver problem in openSUSE, System performance has been slow but</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/4106/nvidia-driver-problem-in-opensuse-system-performance-has-been-slow-but</link>
      <pubDate>Sun, 29 Jan 2012 01:29:20 -0500</pubDate>
      <dc:creator>MrALi</dc:creator>
      <guid isPermaLink="false">4106@/devforum/discussions</guid>
      <description><![CDATA[i recently install nvidia driver in openSUSE 12.1. now i have some problems:<br />firefox scrolling now is slower than before, also when i start firefox, system freeze for about 5 seconds also when i try to exit system from screen saver it freezes for some seconds.<br />but in the other hand i tested a game that was slow before installing nvidia driver and i saw that after installing NVIDIA driver it is faster than before and run better. these results are opposition.<br /><br />[B]i attached 2 files:[/B]<br /><br />1- "nvidia-bug-report.sh" result<br />2- "man nv" result<br /><br /><br />[B]also the result of "cat /etc/SuSE-release" is below:[/B]<br /><br />[CODE]# cat /etc/SuSE-release<br />openSUSE 12.1 (i586)<br />VERSION = 12.1<br />CODENAME = Asparagus[/CODE]<br /><br />other useful information are following:<br /><br />[B]OS Information[/B]<br />OS:  Linux 3.1.0-1.2-default i686<br />  Current user:  ali<br />  System:  openSUSE 12.1 (i586)<br />  KDE:  4.7.2 (4.7.2) "release 5"<br /><br />[B]Display Info[/B]<br />Vendor:  nVidia Corporation<br />  Model:  GeForce 8400M GS<br />  2D driver:  nvidia<br />  3D driver:  NVIDIA 290.10<br /><br />also i should add that i used "nomodset kernel parameter on boot", and "uninstalled nouveau driver" and change "NO_KMS_IN_INITRD" to yes.<br /><br />please help me,<br />Thanks.]]></description>
   </item>
      <item>
      <title>OpenCL: Program crash when copying data onto device</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3371/opencl-program-crash-when-copying-data-onto-device</link>
      <pubDate>Thu, 12 Jan 2012 08:45:16 -0500</pubDate>
      <dc:creator>BaiLong</dc:creator>
      <guid isPermaLink="false">3371@/devforum/discussions</guid>
      <description><![CDATA[Hey there,<br /><br />I'm completely new to OpenCL and I can't find a thread to my issue.<br /><br />My situation is: I have a single method in which I create a kernel, run and delete it. (Maybe not the smartest way, but that's only for the first tests whether OpenCL is the right way to go) The method itself is called several times (currently approx. 30), but so far I don't access any data after I free the memory.<br />My problem is: My program crashes with no error but that appears to be at random. Sometimes it crashes on the first execution of <strong>move</strong>, sometimes it runs through nicely and sometimes it crashes in between. I don't get any error code (except code 0) or crash message, the program window just closes and that's it. I only can tell it's <strong>always</strong> when copying data onto my graphics card.<br /><br />I really tried everything I could imagine! :(<br />Hopefully that's just a beginners issue.<br /><br />Here is the host method:<br /><code>      void move(<br />         const float *srcPos, float *destPos,<br />         size_t numVertices)<br />      {         <br />         cl_context context = 0;<br />         cl_command_queue commandQueue = 0;<br />         cl_program program = 0;<br />         cl_device_id device = 0;<br />         cl_kernel kernel = 0;<br />         cl_int errNum;<br /><br />         // Create an OpenCL context on first available platform<br />         context = CreateContext();<br /><br />         // Create a command-queue on the first device available<br />         // on the created context<br />         commandQueue = CreateCommandQueue(context, &amp;device);<br /><br />         char* kernelPath = "move.cl";         <br /><br />         program = CreateProgram(context, device, kernelPath);<br /><br />         // Create OpenCL kernel<br />         kernel = clCreateKernel(program, "move_kernel", NULL);         <br /><br />         // Create memory objects that will be used as arguments to kernel.<br />         float* result = (float*)malloc(numVertices * sizeof(float));<br /><br />         cl_mem d_result = clCreateBuffer(context, CL_MEM_WRITE_ONLY,<br />                                 sizeof(float) * numVertices, NULL, &amp;errNum);   <br /><br />         cl_mem d_srcPos = clCreateBuffer( context, CL_MEM_READ_ONLY,<br />                                 sizeof(float) * numVertices * 3, (void*)srcPos, &amp;errNum);      <br /><br />         //#########################<br />         // This is the call that causes the crash<br />         //#########################<br />         errNum = clEnqueueWriteBuffer(commandQueue, d_srcPos, CL_TRUE, 0, sizeof(float) * numVertices * 3,<br />                           (void*)srcPos, 0, NULL, NULL);<br />         //#########################<br />         if (errNum != CL_SUCCESS)<br />         {<br />            std::cerr &lt;&lt; "Error setting kernel argument." &lt;&lt; std::endl;<br />            std::cout &lt;&lt; "Error code: " &lt;&lt; errNum &lt;&lt; std::endl;   <br />            std::getchar();<br />            return;<br />         }<br /><br />         cl_mem d_destPos = clCreateBuffer( context, CL_MEM_WRITE_ONLY,<br />                                 sizeof(float) * numVertices * 3, NULL, &amp;errNum);<br /><br />         errNum = clSetKernelArg(kernel, 0, sizeof(cl_mem), &amp;d_srcPos);<br />         errNum |= clSetKernelArg(kernel, 1, sizeof(cl_mem), &amp;d_destPos);<br />         errNum |= clSetKernelArg(kernel, 2, sizeof(int), &amp;numVertices);<br />         errNum |= clSetKernelArg(kernel, 3, sizeof(cl_mem), &amp;d_result);<br /><br />         if (errNum != CL_SUCCESS)<br />         {<br />            std::cerr &lt;&lt; "Error setting kernel arguments." &lt;&lt; std::endl;<br />            std::cout &lt;&lt; "Error code: " &lt;&lt; errNum &lt;&lt; std::endl;<br />            Cleanup(context, commandQueue, program, kernel, memObjects);<br />            std::getchar();<br />            return;<br />         }<br /><br />         size_t localWorkSize[1] = { 1 };<br />         size_t globalWorkSize[1] = { numVertices };<br /><br />         // Queue the kernel up for execution across the array<br />         errNum = clEnqueueNDRangeKernel(commandQueue, kernel, 1, NULL,<br />                                 globalWorkSize, localWorkSize,<br />                                 0, NULL, NULL);<br /><br />         // Read the output buffer back to the Host      <br />         errNum = clEnqueueReadBuffer(commandQueue, d_result, CL_TRUE,<br />                               0, numVertices * sizeof(float), result,<br />                               0, NULL, NULL);<br /><br />         std::cout &lt;&lt; "Executed program succesfully." &lt;&lt; std::endl;<br /><br />         free(result);<br /><br />         clReleaseMemObject(d_result);<br />         clReleaseMemObject(d_srcPos);<br />         clReleaseMemObject(d_destPos);<br /><br />         clReleaseCommandQueue(commandQueue);<br /><br />         clReleaseKernel(kernel);<br /><br />         clReleaseProgram(program);<br /><br />         clReleaseContext(context);<br />}</code><br /><br />The kernel so far looks like this:<br /><code>__kernel void move_kernel(__global const float *d_srcPos,<br />                                 __global float *d_destPos,<br />                                 int numVertices,<br />                                 __global float *d_result<br />                                 )<br />{   <br />        int gid = get_global_id(0);   <br /><br />        d_result[gid] = gid;<br />}</code><br /><br />I also tried to use <code>cl_mem d_srcPos = clCreateBuffer( context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(float) * numVertices * 3, (void*)srcPos, &amp;errNum);</code> instead, but that causes the same behavior.<br /><br />A lot of the code is still from some example file, which worked perfectly (even with data transfer), but since I added this mem-copy function I get the described crashes.<br /><br />Since I'm still working on it, the variable <strong>result</strong> is just a test variable, that I sometimes use to output values (e.g. <strong><em>get_global_id()</em></strong>, or such).<br />For the sake of readability I also deleted all the error handling like <code>if(kernel == NULL)</code>. Therefore you have to believe me I really tested everything and the only thing that causes the crash is the marked function call.<br /><br />Does anyone have an idea what could cause my Problem?<br /><br />Thanks in advance!<br /><br />Cheers,<br />--Markus<br /><br />My Device:<br />Quadro 5000<br />Driver 285.58<br /><br />PS: I also posted in the khronos forum, which gave me the idea it could also be some driver related issue.]]></description>
   </item>
      <item>
      <title>Nvidia X11 driver does not allow stereo with Tesla M2090.</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3941/nvidia-x11-driver-does-not-allow-stereo-with-tesla-m2090-</link>
      <pubDate>Wed, 25 Jan 2012 08:57:38 -0500</pubDate>
      <dc:creator>tripiana</dc:creator>
      <guid isPermaLink="false">3941@/devforum/discussions</guid>
      <description><![CDATA[Hi all,<br /><br />I'm trying to enable the stereo 3D using a Tesla M2090 but the Nvidia X11 driver doesn't allow me to do that.<br /><br />Here are some parts of the Xorg log:<br /><code>[...]<br />(**) NVIDIA(0): Option "NoLogo" "true"<br />(**) NVIDIA(0): Option "Stereo" "3"<br />(**) NVIDIA(0): Option "NvAGP" "0"<br />(**) NVIDIA(0): Option "UseEDID" "false"<br />(**) NVIDIA(0): Option "MetaModes" "1920x1200_60 +0+0"<br />(==) Jan 25 13:55:41 NVIDIA(0): Using HW cursor<br />(**) Jan 25 13:55:41 NVIDIA(0): Onboard stereo requested (DIN connector)<br />(==) Jan 25 13:55:41 NVIDIA(0): Video key set to default value of 0x101fe<br />(==) Jan 25 13:55:41 NVIDIA(0): Not mapping the primary surface by default.<br />(**) Jan 25 13:55:41 NVIDIA(0): Use of AGP disabled per request<br />(**) Jan 25 13:55:41 NVIDIA(0): Ignoring EDIDs<br />(II) Jan 25 13:55:42 NVIDIA(0): Implicitly enabling NoScanout<br />(II) Jan 25 13:55:42 NVIDIA(0): NVIDIA GPU Tesla M2090 (GF110) at PCI:2:0:0 (GPU-0)<br />[...]<br />(--) Jan 25 13:55:42 NVIDIA(0): Connected display device(s) on Tesla M2090 at PCI:2:0:0<br />(--) Jan 25 13:55:42 NVIDIA(0):     none<br />(II) Jan 25 13:55:42 NVIDIA(0): NoScanout X screen configured with resolution 1920x1200 (from<br />(II) Jan 25 13:55:42 NVIDIA(0):     Virtual X configuration option)<br />(II) Jan 25 13:55:42 NVIDIA(0): Validated modes:<br />(II) Jan 25 13:55:42 NVIDIA(0): MetaMode "nvidia-auto-select":<br />(II) Jan 25 13:55:42 NVIDIA(0):     Bounding Box: [0, 0, 1920, 1200]<br />(**) Jan 25 13:55:42 NVIDIA(0): Virtual screen size configured to be 1920 x 1200<br />(==) Jan 25 13:55:42 NVIDIA(0): DPI set to (75, 75); computed from built-in default<br />(WW) Jan 25 13:55:42 NVIDIA(0): Stereo not supported with NoScanout; disabling Stereo.<br />[...]<br />(**) NVIDIA(1): Option "NoLogo" "true"<br />(**) NVIDIA(1): Option "Stereo" "3"<br />(**) NVIDIA(1): Option "NvAGP" "0"<br />(**) NVIDIA(1): Option "UseEDID" "false"<br />(**) NVIDIA(1): Option "MetaModes" "1920x1200_60 +0+0"<br />(==) Jan 25 13:55:42 NVIDIA(1): Using HW cursor<br />(**) Jan 25 13:55:42 NVIDIA(1): Onboard stereo requested (DIN connector)<br />(==) Jan 25 13:55:42 NVIDIA(1): Video key set to default value of 0x101fe<br />(==) Jan 25 13:55:42 NVIDIA(1): Not mapping the primary surface by default.<br />(**) Jan 25 13:55:42 NVIDIA(1): Use of AGP disabled per request<br />(**) Jan 25 13:55:42 NVIDIA(1): Ignoring EDIDs<br />(II) Jan 25 13:55:43 NVIDIA(0): Implicitly enabling NoScanout<br />(II) Jan 25 13:55:43 NVIDIA(1): NVIDIA GPU Tesla M2090 (GF110) at PCI:131:0:0 (GPU-1)<br />[...]<br />(--) Jan 25 13:55:43 NVIDIA(1): Connected display device(s) on Tesla M2090 at PCI:131:0:0<br />(--) Jan 25 13:55:43 NVIDIA(1):     none<br />(II) Jan 25 13:55:43 NVIDIA(1): NoScanout X screen configured with resolution 1920x1200 (from<br />(II) Jan 25 13:55:43 NVIDIA(1):     Virtual X configuration option)<br />(II) Jan 25 13:55:43 NVIDIA(1): Validated modes:<br />(II) Jan 25 13:55:43 NVIDIA(1): MetaMode "nvidia-auto-select":<br />(II) Jan 25 13:55:43 NVIDIA(1):     Bounding Box: [0, 0, 1920, 1200]<br />(**) Jan 25 13:55:43 NVIDIA(1): Virtual screen size configured to be 1920 x 1200<br />(==) Jan 25 13:55:43 NVIDIA(1): DPI set to (75, 75); computed from built-in default<br />(WW) Jan 25 13:55:43 NVIDIA(1): Stereo not supported with NoScanout; disabling Stereo.<br />[...]<br /></code><br /><br />"Stereo not supported with NoScanout; disabling Stereo". That's the problem. "NoScanout" is enabled by default. "NoScanout" is also possible to be enabled using "UseDisplayDevice" "none". For this reason I tried "UseDisplayDevice" "DFP-0" with no result.<br /><br />After that, I looked with nvidia-settings for more info and I found this:<br /><br /><code>Attribute 'ConnectedDisplays' (nvb119:0.0): 0x00000000.<br />    'ConnectedDisplays' is a bitmask attribute.<br />    'ConnectedDisplays' is a read-only attribute.<br />    'ConnectedDisplays' can use the following target types: X Screen, GPU.<br /></code><br /><br />I suppose the problem is that physically there are no screen connectors, and the driver is not able to set stereo on for virtual displays.<br /><br />I think it would be possible but I don't know if I have missed something or if I'm dealing with an unimplemented feature. Can anyone help me please? It is very important for my company, we are trying to enable stereo on a remote cluster".<br /><br />Thanks in advance!]]></description>
   </item>
      <item>
      <title>WIN API function ChoosePixelFormat slow in Debuggin under certain circumstances</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3646/win-api-function-choosepixelformat-slow-in-debuggin-under-certain-circumstances</link>
      <pubDate>Wed, 18 Jan 2012 14:56:52 -0500</pubDate>
      <dc:creator>TiloLeipzig</dc:creator>
      <guid isPermaLink="false">3646@/devforum/discussions</guid>
      <description><![CDATA[Hello,<br />i am curious if somebody ran over the same or a similar problem.<br />2 Weeks ago i started to work on some old opengl projects and got a problem: While debugging the programms was slow on some point. I was able to break it down to the WIN API Call ChoosePixelFormat(). Over 10 seconds! are need in debug mode. It is just slow, no errors are thrown. The compilled program works fine.<br /><br />My System is the following:<br />old Laptop with Geforce Go 7300 Driver Version 179.67 (problem occurs also with last official driver 179.48)<br />Win 7 32 bit SP 1<br />Second Monitor connect to Laptop, used as main screen.<br /><br />The problem only occurs when i use an external monitor as main screen (better background light than the laptop display) and the colour depth resolution of the monitors is different.<br />As soon as I made of of the following changes the call of ChoosePixelFormat() is fast in debug mode:<br />- using only 1 Monitor, deactivating the other<br />- "duplicate" one screen so that both Monitors show the same content <br />- making the laptop display the main screen<br />- using the same color depth resolution on both monitors (my favorite solution)<br /><br />Does somebody else ran over such a curiosity? I can not believe that different color depth resolutions on different monitors and an unlicky choise of the main screen can have such an impact on the runtime for an win api call.<br /><br />With best greetings from the could Leipzig in Germany<br />Tilo]]></description>
   </item>
      <item>
      <title>DX-Driver-Bug causes system hangs when SV_PrimitiveID is not used</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/461/dx-driver-bug-causes-system-hangs-when-sv_primitiveid-is-not-used</link>
      <pubDate>Mon, 12 Sep 2011 08:54:53 -0400</pubDate>
      <dc:creator>Michaelvs</dc:creator>
      <guid isPermaLink="false">461@/devforum/discussions</guid>
      <description><![CDATA[Hi,<br />I think I found a bug in the current (and also older drivers) which causes the system to hang. In my Win32-App I have an DX10-Effect and in the PixelShader-function I used SV_PrimitiveID. When I do not access the SV_PrimitiveID value (e.g. for comparisons), then the execution of the shader causes the whole system to hang and even WDDM TDR often (not always) failed to recover from crash.<br /><br />Here are some examples to illustrate the issue:<br /><br />-&gt; System <strong>crashes </strong>because primID <strong>isn't</strong> used<br /><code>float4 PS(PS_INPUT input, uint primID : SV_PrimitiveID) : SV_TARGET<br />{<br />	float4 albedo = float4(0.7, 0.47, 0.22, 0.0);<br /><br />	//if (_selectedTriIdx-1 == primID)<br />	//{<br />		//return albedo;<br />	//}<br />	return albedo;<br />}</code><br /><br />-&gt; System will <strong>not crash</strong> because primID <strong>is </strong>used:<br /><code>float4 PS(PS_INPUT input, uint primID : SV_PrimitiveID) : SV_TARGET<br />{<br />	float4 albedo = float4(0.7, 0.47, 0.22, 0.0);<br /><br />	if (_selectedTriIdx-1 == primID)<br />	{<br />		return albedo;<br />	}<br />	return albedo;<br />}</code><br /><br />-&gt; System will <strong>not crash</strong> because primID isn't even generated:<br /><code>float4 PS(PS_INPUT input/*, uint primID : SV_PrimitiveID*/) : SV_TARGET<br />{<br />	float4 albedo = float4(0.7, 0.47, 0.22, 0.0);<br />	return albedo;<br />}</code><br /><br />Can someone verify this problem?<br /><br /><strong>Additional information:</strong><br />GTX 280 (driver: 280.26)<br />Windows 7 x64<br /><br />Shader compilation flags:<br />D3D10_SHADER_ENABLE_STRICTNESS | D3D10_SHADER_DEBUG | D3D10_SHADER_SKIP_OPTIMIZATION<br /><br />Shaders were compile with the as shader model 4.0.<br /><br />Greetings<br />Michael<br /><br />EDIT: Moved to Graphics Category]]></description>
   </item>
      <item>
      <title>Driver installer problem</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/3271/driver-installer-problem</link>
      <pubDate>Tue, 10 Jan 2012 13:04:21 -0500</pubDate>
      <dc:creator>braincruser</dc:creator>
      <guid isPermaLink="false">3271@/devforum/discussions</guid>
      <description><![CDATA[I recently installed 290.53 BETA Verde drivers(notebook), but the driver didnt install CUDA or PhysX during the installer(clean install, previous version was 285.86 developer driver). <br /><br />the real problem began when i uninstalled driver version 290.53 completely and reinstalled developer driver 285.86 since it still wouldnt enable CUDA, physX or direct compute, support for openCL stayed. i tried all of them with programs, cuda failed at compiling time, open cl worked. I had to install physX manually, it worked too after install.<br /><br />I located the problem in the installer for the new drivers(290.53) that left pieces(most likelly in the register) and it ran the installer as if the Compute driver was in place even though it was uninstalled by the same driver during the clean install. <br /><br /><br /><br /><br />]]></description>
   </item>
      <item>
      <title>Blue screen of death problem (WinXP, GTS250)</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1796/blue-screen-of-death-problem-winxp-gts250</link>
      <pubDate>Thu, 24 Nov 2011 02:06:25 -0500</pubDate>
      <dc:creator>Kim Ki-Hoon</dc:creator>
      <guid isPermaLink="false">1796@/devforum/discussions</guid>
      <description><![CDATA[I developing MMORPG game(SM3.0 base) at seoul.<br />WinXP+GTS250 system only show me BSOD after a few second~minute game stated.<br />Every WinXP SP3, GTS250 system crashed by same message.(PAGE_FAULT_IN_NONPAGED_AREA)<br />Win7 is fine.<br /><br />pc spec:<br />OS: Microsoft Windows XP 5.1 (Build: 2600) Service Pack 3<br />CPU: INTEL Core2 2Core x86 2400Mhz with 2046MB RAM<br />Video: NVIDIA GeForce GTS 250 512MB (6.14.12.8558)<br />Nvidia Driver version: 285.58<br /><br />I attach screen shot and mini dump file.<br />Please help~]]></description>
   </item>
      <item>
      <title>glClear on multiple rendering target is slow</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/2061/glclear-on-multiple-rendering-target-is-slow</link>
      <pubDate>Fri, 02 Dec 2011 07:20:43 -0500</pubDate>
      <dc:creator>purpledog</dc:creator>
      <guid isPermaLink="false">2061@/devforum/discussions</guid>
      <description><![CDATA[driver 270.81, gfx590, windows 7 64 bits.<br /><br />Doing a glClear of color+depth buffers belonging to a FBO with multiple rendering targets (all textures, 3 of them + depth) is very slow on my machine (it increases the frame duration by around 40ms, pipeline flush?).<br /><br />I have a work around so not a big deal, just for your information really.<br /><br />The work around is to do a glClear on depth only (using a dedicated fbo) and draw a full screen quad on the color buffers (using multiple rendering target).<br /><br />Cheers,<br />Frank]]></description>
   </item>
      <item>
      <title>Geometry Shader Bug with Nvidia Driver</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/2011/geometry-shader-bug-with-nvidia-driver</link>
      <pubDate>Wed, 30 Nov 2011 16:26:54 -0500</pubDate>
      <dc:creator>thedoc</dc:creator>
      <guid isPermaLink="false">2011@/devforum/discussions</guid>
      <description><![CDATA[Hi all<br /><br />If I declare a function on top of a geometry shader, <br />data transferred from vertex to geometry shader are lost.<br /><br />Here a simple example that show a bug in Geometry Shader.<br />require glut and glew<br /><br />test on Windows 7, driver 285.62 and last beta 290.36<br />test on linux, driver 290.06<br /><br />run 'glTest' to see normal behavior (whitout bug)<br />run 'glTest --testBug' to see bug<br /><br /><br /><br /><br /><code><br /><a href="/devforum/search?Search=%23include&amp;Mode=like">#include</a> &lt;iostream&gt;<br /><a href="/devforum/search?Search=%23include&amp;Mode=like">#include</a> &lt;sstream&gt;<br /><br /><a href="/devforum/search?Search=%23include&amp;Mode=like">#include</a> "GL/glew.h"<br /><a href="/devforum/search?Search=%23include&amp;Mode=like">#include</a> "GL/glut.h"<br /><br /><br />static float aspectRatio, yaw = 0;<br /><br /><br />bool checkShaderCompilation(GLuint shader)<br />{<br />    GLint result;<br />    glGetShaderiv(shader, GL_COMPILE_STATUS, &amp;result);<br /><br />    const GLuint maxLength = 1000;<br />    GLsizei length;<br />    GLchar infoLog[maxLength];<br /><br />    glGetShaderInfoLog(shader, maxLength, &amp;length, infoLog);<br /><br />    infoLog[length] = 0;<br />    if (length &gt; 0)<br />    {<br />        std::cout &lt;&lt; infoLog &lt;&lt; std::endl;<br />    }<br /><br />    if (result == GL_FALSE)<br />    {<br />        return false;<br />    }<br />    return true;<br />}<br /><br /><br />bool checkProgramLink(GLuint program)<br />{<br />    GLint result;<br />    glGetProgramiv(program, GL_LINK_STATUS, &amp;result);<br /><br />    const GLuint maxLength = 1000;<br />    GLsizei length;<br />    GLchar infoLog[maxLength];<br /><br />    glGetProgramInfoLog(program, maxLength, &amp;length, infoLog);<br /><br />    infoLog[length] = 0;<br /><br />    if (length &gt; 0)<br />    {<br />        std::cout &lt;&lt; infoLog &lt;&lt; std::endl;<br />    }<br /><br />    if (result == GL_FALSE)<br />    {<br />        return false;<br />    }<br />    return true;<br />}<br /><br /><br />void Display()<br />{<br />    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );<br /><br />    glMatrixMode(GL_PROJECTION);<br />    glLoadIdentity();<br />    gluPerspective(45.0, aspectRatio, 2, 1000);<br /><br />    yaw += 0.2;<br /><br />    glMatrixMode(GL_MODELVIEW);<br />    glLoadIdentity();<br />    glTranslatef(0, 0, -100);<br />    glRotatef(yaw, 0, 1, 0);<br /><br /><br /><br />    glutSolidTeapot(20);<br /><br />    glutSwapBuffers();<br />    glutPostRedisplay();<br />}<br /><br />void Reshape(int x, int y)<br />{<br />    aspectRatio = (float)x / (float)y;<br /><br />    glViewport(0, 0, x, y);<br />}<br /><br /><br /><br />bool SetupOpenGL(int *argc, char **argv)<br />{<br />    bool testBug = false;<br />    if (*argc &gt; 1)<br />    {<br />        std::string arg2(argv[1]);<br />        if (arg2 == "--testBug")<br />            testBug = true;<br />    }<br /><br />    glutInit(argc, argv);<br />    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);<br />    glutInitWindowSize(800, 600);<br />    aspectRatio = 4.0 / 3.0;<br /><br />    glutCreateWindow("Geometry Shader bug report");<br />    GLenum err = glewInit();<br /><br />    if (err != GLEW_OK)<br />    {<br />        std::cout &lt;&lt; "glew error. quit." &lt;&lt; std::endl;<br />        return false;<br />    }<br /><br />    if (glewIsSupported("GL_ARB_geometry_shader4") == false)<br />    {<br />        std::cout &lt;&lt; "GL_ARB_geometry_shader4 not supported. Abord." &lt;&lt; std::endl;<br />        std::cout &lt;&lt; "OpenGL version : " &lt;&lt; glGetString(GL_VERSION) &lt;&lt; std::endl;<br />        std::cout &lt;&lt; "OpenGL extensions : \n" &lt;&lt; glGetString(GL_EXTENSIONS) &lt;&lt; std::endl;<br />        return false;<br />    }<br /><br /><br />    glutDisplayFunc(Display);<br />    glutReshapeFunc(Reshape);<br /><br />    const char * vs =<br />        "#version 150 compatibility\n"\<br />        "\n"\<br />        "\n"\<br />        "out GLSL_PerVertex\n"\<br />        "{\n"\<br />        "    vec4 data1;\n"\<br />        "};\n"\<br />        ""\<br />        "void main()\n" \<br />        "{\n"\<br />        "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"\<br />        "    data1 = gl_Vertex/5.0;\n"\<br />        "}\n";<br /><br /><br />    std::stringstream gss;<br />    gss &lt;&lt; "#version 150 compatibility\n"<br />        &lt;&lt; "\n"<br />        &lt;&lt; "layout(triangles) in;\n"<br />        &lt;&lt; "layout(triangle_strip, max_vertices=3) out;\n"<br />        &lt;&lt; "\n";<br /><br />    if (testBug)<br />        gss &lt;&lt; "void perVertexPassThrough( int vertexIndex );\n";<br /><br />    gss &lt;&lt; "\n"<br />        &lt;&lt; "in  GLSL_PerVertex { vec4 data1; } GLSL_in[];\n"<br />        &lt;&lt; "out GLSL_PerVertex { vec4 data1; };\n"<br />        &lt;&lt; "\n"<br />        &lt;&lt; "void perVertexPassThrough( int vertexIndex )\n"<br />        &lt;&lt; "{\n"<br />        &lt;&lt; "    data1 = GLSL_in[vertexIndex].data1;\n"<br />        &lt;&lt; "}\n"<br />        &lt;&lt; "\n"<br />        &lt;&lt; "void main()\n"<br />        &lt;&lt; "{\n"<br />        &lt;&lt; "    for (int i=0; i&lt;gl_in.length(); ++i)\n"<br />        &lt;&lt; "    {\n"<br />        &lt;&lt; "        gl_Position = gl_in[i].gl_Position;\n"<br />        &lt;&lt; "        perVertexPassThrough(i);\n"<br />        &lt;&lt; "        EmitVertex();\n"<br />        &lt;&lt; "    }\n"<br />        &lt;&lt; "    EndPrimitive();\n"<br />        &lt;&lt; "}" &lt;&lt; std::endl;<br /><br />    std::string gstr = gss.str();<br />    const char * gs = gstr.c_str();<br /><br /><br />    const char * fs =<br />        "#version 150 compatibility\n"\<br />        "\n"\<br />        "vec4 gl_FragColor;\n"\<br />        "\n"\<br />        "in GLSL_PerVertex\n"\<br />        "{\n"\<br />        "    vec4 data1;\n"\<br />        "};\n"\<br />        "\n"\<br />        "void main()\n"\<br />        "{\n"\<br />        "    gl_FragColor=vec4(abs(data1.xyz),1.0);\n"\<br />        "}\n";<br /><br />    std::cout &lt;&lt; "Vertex Shader : \n" &lt;&lt; vs &lt;&lt; "\n\n\n\n" &lt;&lt; std::endl;<br />    std::cout &lt;&lt; "Geometry Shader : \n" &lt;&lt; gs &lt;&lt; "\n\n\n\n" &lt;&lt; std::endl;<br />    std::cout &lt;&lt; "Fragment Shader : \n" &lt;&lt; fs &lt;&lt; "\n\n\n\n" &lt;&lt; std::endl;<br /><br /><br /><br /><br /><br />    bool succes = true;<br /><br />    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);<br />    glShaderSource(vertexShader, 1, &amp;vs, NULL);<br />    glCompileShader(vertexShader);<br />    succes &amp;= checkShaderCompilation(vertexShader);<br /><br />    GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_ARB);<br />    glShaderSource(geometryShader, 1, &amp;gs, NULL);<br />    glCompileShader(geometryShader);<br />    succes &amp;= checkShaderCompilation(geometryShader);<br /><br />    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);<br />    glShaderSource(fragmentShader, 1, &amp;fs, NULL);<br />    glCompileShader(fragmentShader);<br />    succes &amp;= checkShaderCompilation(fragmentShader);<br /><br />    if (succes == false)<br />    {<br />        std::cout &lt;&lt; "shader compilation failed. abord." &lt;&lt; std::endl;<br />        return false;<br />    }<br /><br />    GLint program = glCreateProgram();<br />    glAttachShader(program, vertexShader);<br />    glAttachShader(program, geometryShader);<br />    glAttachShader(program, fragmentShader);<br />    glLinkProgram(program);<br />    if (checkProgramLink(program) == false)<br />    {<br />        std::cout &lt;&lt; "program link failed. abord." &lt;&lt; std::endl;<br />        return false;<br />    }<br /><br />    glUseProgram(program);<br /><br />    glEnable(GL_DEPTH_TEST);<br />    glDisable(GL_STENCIL_TEST);<br />    glDisable(GL_DITHER);<br />    glDisable(GL_BLEND);<br />    glDisable(GL_ALPHA_TEST);<br /><br />    GLenum error = glGetError();<br />    if (error != GL_NO_ERROR)<br />    {<br />        std::cout &lt;&lt; "OpenGL error detected : " &lt;&lt; gluErrorString(error) &lt;&lt; std::endl;<br />        return false;<br />    }<br /><br />    return true;<br />}<br /><br /><br />int main(int argc, char *argv[])<br />{<br />    if (SetupOpenGL(&amp;argc, argv) == false)<br />        return 1;<br /><br />    glutMainLoop();<br /><br />    return 0;<br />}<br /><br /></code><br /><br />cheer<br />David Callu]]></description>
   </item>
      <item>
      <title>Powersaving option in graphics driver?</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/2006/powersaving-option-in-graphics-driver</link>
      <pubDate>Wed, 30 Nov 2011 13:46:32 -0500</pubDate>
      <dc:creator>brutalizer</dc:creator>
      <guid isPermaLink="false">2006@/devforum/discussions</guid>
      <description><![CDATA[I have a request for a feature in the NVidia graphics driver, "NVIDIA X Server Settings". <br /><br />When I surf the web or work, I dont care if graphics start to lag. I just want the fan on my gpu to be quiet. Sound and power savings are more important to me, than lag free graphics when I work. <br /><br />Therefore, I would like to have a "Power Optimized" choice in PowerMizer tab. Right now I can choose between "Adaptive" or "Prefer Maximum Performance". When I choose "Power Optimized", it will lock the gpu to the lowest possible cpu/memory speed. If I need speed or watch a youtube clip, I might choose "Adaptive".<br /><br />Please fix?]]></description>
   </item>
      <item>
      <title>GPU at 0000:02:00.0 has fallen off the bus.</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1826/gpu-at-00000200-0-has-fallen-off-the-bus-</link>
      <pubDate>Fri, 25 Nov 2011 06:54:19 -0500</pubDate>
      <dc:creator>kalman</dc:creator>
      <guid isPermaLink="false">1826@/devforum/discussions</guid>
      <description><![CDATA[Hi all, this morning I got this message in one of our servers, anyone knows the source of it?<br /><br />I'm using CUDA 4.0 and drivers 280.13]]></description>
   </item>
      <item>
      <title>[HLSL, SM3.0] Flow control with nVidia hardware</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1911/hlsl-sm3-0-flow-control-with-nvidia-hardware</link>
      <pubDate>Mon, 28 Nov 2011 10:18:18 -0500</pubDate>
      <dc:creator>user88</dc:creator>
      <guid isPermaLink="false">1911@/devforum/discussions</guid>
      <description><![CDATA[(Duplicate of <a href="http://www.gamedev.net/topic/615901-hlsl-sm30-flow-control-with-nvidia-hardware/">topic on gamedev.net</a>)<br /><br />I have a problem with HLSL shader that uses flow control under shader model 3.0 on new nVidia hardware that supports DX 11 (i.e. gForce 470 GTX). What is strange, that shader works good on oldest graphics adapters (240 GT, 270 GTX). Note, DX 11 has nothing to do with it, I use DX9 and just want to point you to the hardware generation which I have a problems with.<br /><br />More in details: I use parallax mapping technique and lightning calculation loop in my fragment shader. I know that gradient-based functions of HLSL language cannot be used inside flow control statement, so i compile this shaders with D3DXSHADER_AVOID_FLOW_CONTROL flag. Also I use unroll attributes for cycles. I checked generated ASM code, no any branches detected. As i mentioned before this is working good on old nVidia graphics adapters. But when i run it on new ones object is blinking while I move or rotate a camera.]]></description>
   </item>
      <item>
      <title>sRGB_framebuffer setting forgotten after glClearing FBO</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1136/srgb_framebuffer-setting-forgotten-after-glclearing-fbo</link>
      <pubDate>Mon, 24 Oct 2011 22:53:29 -0400</pubDate>
      <dc:creator>yuriks</dc:creator>
      <guid isPermaLink="false">1136@/devforum/discussions</guid>
      <description><![CDATA[Hello. While writing a deferred renderer I ran into a weird issue with sRGB FBOs. If I enable framebuffer sRGB with glEnable(GL_FRAMEBUFFER_SRGB); and then try drawing onto an FBO with a sRGB color attachment, the colors aren't converted to sRGB, they are written as-is, ONLY if there is also a depth buffer attached to the FBO. If I don't attach the depth texture it works as expected. The issue only happened on nvidia cards. After investigating some more I discovered that it only happens if I glClear the FBO (color, depth, or both, doesn't matter). Furthermore, if after the clear I disable and then re-enable <br />GL_FRAMEBUFFER_SRGB it works correctly. So it looks like a driver bug and clearing the framebuffer will also clear the sRGB bit. ;)<br /><br />Test case code/msvc10 project: <a href="http://dl.dropbox.com/u/1990844/2011-10/gamma-bug.7z" target="_blank" rel="nofollow">http://dl.dropbox.com/u/1990844/2011-10/gamma-bug.7z</a><br /><br />Pastebin of the main file: <a href="http://ideone.com/k0UrP" target="_blank" rel="nofollow">http://ideone.com/k0UrP</a>]]></description>
   </item>
      <item>
      <title>nvapi/3d-vision access violation</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1816/nvapi3d-vision-access-violation</link>
      <pubDate>Thu, 24 Nov 2011 08:46:04 -0500</pubDate>
      <dc:creator>lcaumont</dc:creator>
      <guid isPermaLink="false">1816@/devforum/discussions</guid>
      <description><![CDATA[I try to use 3d vision with our product and I have some stability problems.<br />A call to NvAPI_Stereo_IsActivated when stereoscopic 3D is disabled in the NVIDIA Control Panel cause an access violation (see attached screen capture).<br />My driver is the official 285.62 version.<br />NPAPI is the Sep2011 version.]]></description>
   </item>
      <item>
      <title>Serious Flickering in WIP Engine</title>
      <link>http://forums.developer.nvidia.com/devforum/discussion/1256/serious-flickering-in-wip-engine</link>
      <pubDate>Fri, 04 Nov 2011 12:16:42 -0400</pubDate>
      <dc:creator>pisiiki</dc:creator>
      <guid isPermaLink="false">1256@/devforum/discussions</guid>
      <description><![CDATA[I managed to solve it. I'm not a d3d11 guru however I think that this may be a serious driver problem so I will expose what I have found:<br /><br />When you create a d3d11 vertex buffer, use it and delete it very fast you may get undesired behaviour. The problem arises when you destroy/overwrite D3D11_SUBRESOURCE_DATA.pSysmem. I supose that the driver may be deferring something to optimize speed, however it goes too far and gets the data too late. I may be wrong but as I understand I should be able to destroy the subresource pInitialData right after ID3D11Device::CreateBuffer, however this seems to cause problem with some of your cards.<br /><br />Regards.<br /><br />Btw for new forum is broken, I was not able to edit my full text so I have deleted it, it was too large and I didn't watch the buttons below. I didn't found a way to reply me either.]]></description>
   </item>
      </channel>
</rss>
