Hello,
I have coded an OpenGL program with shaders that implements Order Independent Transparency using a linked list approach. That works fine.
If there are too many fragments the memory I allocated is not enough. Naturally, I then try to allocate a large chunk of memory from the video card. I know when that fails, so that's not a problem either; I have proper workarounds for that.
The problem is that I am probably requesting so much memory from the video card that I'm probably not leaving a lot of margin for anything - and I get a TDR …