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authorBrian Paul <brianp@vmware.com>2013-04-23 13:18:41 -0600
committerBrian Paul <brianp@vmware.com>2013-04-23 21:09:17 -0600
commit71ee0030417c644342b6e2555463b5bc6ca38ed0 (patch)
tree9d93f2df4b42e62455461987e0b5abf1abb942df /docs/viewperf.html
parentf74da3e98807f788d3e830ef9f12e3ddfc99eac8 (diff)
docs: document issue with Viewperf proe-05 test 6
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@@ -232,6 +232,36 @@ 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>
+
+
</div>
</body>
</html>