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I am encountering an out of memory error when calling glMapBufferRange to read back the result of a compute shader. The application works perfectly fine on my Samsung A5, but fails on an S8 (Mali-G71 MP20). Profiling the application reveals nothing, the memory usage is constant and does not increase over time. Additionally, the crash happens anywhere from 5s to 2 minutes after launching the application. I really have no idea how to debug this further. It seems to be an out of memory error within the driver that isn't visible in the profiler??
I do believe I'm making the correct openGL calls:
ByteBuffer buffer = ((ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_SHADER_STORAGE_BUFFER, 0, xres*4, GLES31.GL_MAP_READ_BIT));...
GLES31.glUnmapBuffer(GLES31.GL_SHADER_STORAGE_BUFFER);
Old issue. Closing. Please raise a new issue if you are still having issues.