I love the normalized split mode for quick debugging in the TOP viewer, but lately I’ve found I can’t rely on it completely when doing complex 32 bit GLSL work. I’ll often use an extra color buffer for looking at mid-stage shader variables and their ranges in the split view mode. Now I see that often those min/max values don’t update despite seeing them change or seeing the correct values in the “show pixel values” mode in the viewer. Cutting/pasting the op will update the min/max, but they don’t update further after that paste. I haven’t found an exact reproduction scenario, but it typically seems to crop up in the render select TOPs used to fetch other buffers.
Thanks for the report. It looks like the GLSL/Render Select isn’t bumping an internal cook count that the split view is using to check for when the texture has changed and it needs to update those values.
I’ve made an internal bug report and we’ll let you know when it’s fixed.