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| <title>Viewperf Issues</title> |
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| <div class="header"> |
| <h1>The Mesa 3D Graphics Library</h1> |
| </div> |
| |
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| |
| <h1>Viewperf Issues</h1> |
| |
| <p> |
| This page lists known issues with |
| <a href="http://www.spec.org/gwpg/gpc.static/vp11info.html" target="_main">SPEC Viewperf 11</a> |
| when running on Mesa-based drivers. |
| </p> |
| |
| <p> |
| The Viewperf data sets are basically GL API traces that are recorded from |
| CAD applications, then replayed in the Viewperf framework. |
| </p> |
| |
| <p> |
| The primary problem with these traces is they blindly use features and |
| OpenGL extensions that were supported by the OpenGL driver when the trace |
| was recorded, |
| but there's no checks to see if those features are supported by the driver |
| when playing back the traces with Viewperf. |
| </p> |
| |
| <p> |
| These issues have been reported to the SPEC organization in the hope that |
| they'll be fixed in the future. |
| </p> |
| |
| <p> |
| Some of the Viewperf tests use a lot of memory. |
| At least 2GB of RAM is recommended. |
| </p> |
| |
| |
| <h2>Catia-03 test 2</h2> |
| |
| <p> |
| This test creates over 38000 vertex buffer objects. On some systems |
| this can exceed the maximum number of buffer allocations. Mesa |
| generates GL_OUT_OF_MEMORY errors in this situation, but Viewperf |
| does no error checking and continues. When this happens, some drawing |
| commands become no-ops. This can also eventually lead to a segfault |
| either in Viewperf or the Mesa driver. |
| </p> |
| |
| |
| |
| <h2>Catia-03 tests 3, 4, 8</h2> |
| |
| <p> |
| These tests use features of the |
| <a href="http://www.opengl.org/registry/specs/NV/fragment_program2.txt" |
| target="_main"> |
| GL_NV_fragment_program2</a> and |
| <a href="http://www.opengl.org/registry/specs/NV/vertex_program3.txt" |
| target="_main"> |
| GL_NV_vertex_program3</a> extensions without checking if the driver supports |
| them. |
| </p> |
| <p> |
| When Mesa tries to compile the vertex/fragment programs it generates errors |
| (which Viewperf ignores). |
| Subsequent drawing calls become no-ops and the rendering is incorrect. |
| </p> |
| |
| |
| |
| <h2>sw-02 tests 1, 2, 4, 6</h2> |
| |
| <p> |
| These tests depend on the |
| <a href="http://www.opengl.org/registry/specs/NV/primitive_restart.txt" |
| target="_main">GL_NV_primitive_restart</a> extension. |
| </p> |
| |
| <p> |
| If the Mesa driver doesn't support this extension the rendering will |
| be incorrect and the test will fail. |
| </p> |
| |
| <p> |
| Also, the color of the line drawings in test 2 seem to appear in a random |
| color. This is probably due to some uninitialized state somewhere. |
| </p> |
| |
| |
| |
| <h2>sw-02 test 6</h2> |
| |
| <p> |
| The lines drawn in this test appear in a random color. |
| That's because texture mapping is enabled when the lines are drawn, but no |
| texture image is defined (glTexImage2D() is called with pixels=NULL). |
| Since GL says the contents of the texture image are undefined in that |
| situation, we get a random color. |
| </p> |
| |
| |
| |
| <h2>Lightwave-01 test 3</h2> |
| |
| <p> |
| This test uses a number of mipmapped textures, but the textures are |
| incomplete because the last/smallest mipmap level (1 x 1 pixel) is |
| never specified. |
| </p> |
| |
| <p> |
| A trace captured with |
| <a href="https://github.com/apitrace/apitrace" target="_main">API trace</a> |
| shows this sequences of calls like this: |
| |
| <pre> |
| 2504 glBindTexture(target = GL_TEXTURE_2D, texture = 55) |
| 2505 glTexImage2D(target = GL_TEXTURE_2D, level = 0, internalformat = GL_RGBA, width = 512, height = 512, border = 0, format = GL_RGB, type = GL_UNSIGNED_SHORT, pixels = blob(1572864)) |
| 2506 glTexImage2D(target = GL_TEXTURE_2D, level = 1, internalformat = GL_RGBA, width = 256, height = 256, border = 0, format = GL_RGB, type = GL_UNSIGNED_SHORT, pixels = blob(393216)) |
| 2507 glTexImage2D(target = GL_TEXTURE_2D, level = 2, internalformat = GL_RGBA, width = 128, height = 128, border = 0, format = GL_RGB, type = GL_UNSIGNED_SHORT, pixels = blob(98304)) |
| [...] |
| 2512 glTexImage2D(target = GL_TEXTURE_2D, level = 7, internalformat = GL_RGBA, width = 4, height = 4, border = 0, format = GL_RGB, type = GL_UNSIGNED_SHORT, pixels = blob(96)) |
| 2513 glTexImage2D(target = GL_TEXTURE_2D, level = 8, internalformat = GL_RGBA, width = 2, height = 2, border = 0, format = GL_RGB, type = GL_UNSIGNED_SHORT, pixels = blob(24)) |
| 2514 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR_MIPMAP_LINEAR) |
| 2515 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_REPEAT) |
| 2516 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_REPEAT) |
| 2517 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST) |
| </pre> |
| |
| <p> |
| Note that one would expect call 2514 to be glTexImage(level=9, width=1, |
| height=1) but it's not there. |
| </p> |
| |
| <p> |
| The minification filter is GL_LINEAR_MIPMAP_LINEAR and the texture's |
| GL_TEXTURE_MAX_LEVEL is 1000 (the default) so a full mipmap is expected. |
| </p> |
| |
| <p> |
| Later, these incomplete textures are bound before drawing calls. |
| According to the GL specification, if a fragment program or fragment shader |
| is being used, the sampler should return (0,0,0,1) ("black") when sampling |
| from an incomplete texture. |
| This is what Mesa does and the resulting rendering is darker than it should |
| be. |
| </p> |
| |
| <p> |
| It appears that NVIDIA's driver (and possibly AMD's driver) detects this case |
| and returns (1,1,1,1) (white) which causes the rendering to appear brighter |
| and match the reference image (however, AMD's rendering is <em>much</em> |
| brighter than NVIDIA's). |
| </p> |
| |
| <p> |
| If the fallback texture created in _mesa_get_fallback_texture() is |
| initialized to be full white instead of full black the rendering appears |
| correct. |
| However, we have no plans to implement this work-around in Mesa. |
| </p> |
| |
| |
| <h2>Maya-03 test 2</h2> |
| |
| <p> |
| This test makes some unusual calls to glRotate. For example: |
| </p> |
| <pre> |
| glRotate(50, 50, 50, 1); |
| glRotate(100, 100, 100, 1); |
| glRotate(52, 52, 52, 1); |
| </pre> |
| <p> |
| These unusual values lead to invalid modelview matrices. |
| For example, the last glRotate command above produces this matrix with Mesa: |
| <pre> |
| 1.08536e+24 2.55321e-23 -0.000160389 0 |
| 5.96937e-25 1.08536e+24 103408 0 |
| 103408 -0.000160389 1.74755e+09 0 |
| 0 0 0 nan |
| </pre> |
| and with NVIDIA's OpenGL: |
| <pre> |
| 1.4013e-45 0 -nan 0 |
| 0 1.4013e-45 1.4013e-45 0 |
| 1.4013e-45 -nan 1.4013e-45 0 |
| 0 0 0 1.4013e-45 |
| </pre> |
| <p> |
| This causes the object in question to be drawn in a strange orientation |
| and with a semi-random color (between white and black) since GL_FOG is enabled. |
| </p> |
| |
| |
| <h2>Proe-05 test 1</h2> |
| |
| <p> |
| This uses depth testing but there's two problems: |
| <ol> |
| <li>The glXChooseFBConfig() call doesn't request a depth buffer |
| <li>The test never calls glClear(GL_DEPTH_BUFFER_BIT) to initialize the depth buffer |
| </ol> |
| <p> |
| If the chosen visual does not have a depth buffer, you'll see the wireframe |
| car model but it won't be rendered correctly. |
| </p> |
| If (by luck) the chosen visual has a depth buffer, its initial contents |
| will be undefined so you may or may not see parts of the model. |
| <p> |
| Interestingly, with NVIDIA's driver most visuals happen to have a depth buffer |
| and apparently the contents are initialized to 1.0 by default so this test |
| just happens to work with their drivers. |
| </p> |
| |
| <p> |
| Finally, even if a depth buffer was requested and the glClear(GL_COLOR_BUFFER_BIT) |
| calls were changed to glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) |
| the problem still wouldn't be fixed because GL_DEPTH_WRITEMASK=GL_FALSE when |
| glClear is called so clearing the depth buffer would be a no-op anyway. |
| </p> |
| |
| |
| <h2>Proe-05 test 6</h2> |
| |
| <p> |
| This test draws an engine model with a two-pass algorithm. |
| The first pass is drawn with polygon stipple enabled. |
| The second pass is drawn without polygon stipple but with blending |
| and GL_DEPTH_FUNC=GL_LEQUAL. |
| If either of the two passes happen to use a software fallback of some |
| sort, the Z values of fragments may be different between the two passes. |
| This leads to incorrect rendering. |
| </p> |
| |
| <p> |
| For example, the VMware SVGA gallium driver uses a special semi-fallback path |
| for drawing with polygon stipple. |
| Since the two passes are rendered with different vertex transformation |
| implementations, the rendering doesn't appear as expected. |
| Setting the SVGA_FORCE_SWTNL environment variable to 1 will force the |
| driver to use the software vertex path all the time and clears up this issue. |
| </p> |
| |
| <p> |
| According to the OpenGL invariance rules, there's no guarantee that |
| the pixels produced by these two rendering states will match. |
| To achieve invariance, both passes should enable polygon stipple and |
| blending with appropriate patterns/modes to ensure the same fragments |
| are produced in both passes. |
| </p> |
| |
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