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diff --git a/docs/viewperf.rst b/docs/viewperf.rst new file mode 100644 index 00000000000..30957cb7eed --- /dev/null +++ b/docs/viewperf.rst @@ -0,0 +1,266 @@ +Viewperf Issues +=============== + +This page lists known issues with `SPEC Viewperf +11 <https://www.spec.org/gwpg/gpc.static/vp11info.html>`__ and `SPEC +Viewperf 12 <https://www.spec.org/gwpg/gpc.static/vp12info.html>`__ when +running on Mesa-based drivers. + +The Viewperf data sets are basically GL API traces that are recorded +from CAD applications, then replayed in the Viewperf framework. + +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. + +These issues have been reported to the SPEC organization in the hope +that they'll be fixed in the future. + +Viewperf 11 +----------- + +Some of the Viewperf 11 tests use a lot of memory. At least 2GB of RAM +is recommended. + +Catia-03 test 2 +~~~~~~~~~~~~~~~ + +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. + +Catia-03 tests 3, 4, 8 +~~~~~~~~~~~~~~~~~~~~~~ + +These tests use features of the +`GL_NV_fragment_program2 <https://www.opengl.org/registry/specs/NV/fragment_program2.txt>`__ +and +`GL_NV_vertex_program3 <https://www.opengl.org/registry/specs/NV/vertex_program3.txt>`__ +extensions without checking if the driver supports them. + +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. + +sw-02 tests 1, 2, 4, 6 +~~~~~~~~~~~~~~~~~~~~~~ + +These tests depend on the +`GL_NV_primitive_restart <https://www.opengl.org/registry/specs/NV/primitive_restart.txt>`__ +extension. + +If the Mesa driver doesn't support this extension the rendering will be +incorrect and the test will fail. + +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. + +sw-02 test 6 +~~~~~~~~~~~~ + +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. + +Lightwave-01 test 3 +~~~~~~~~~~~~~~~~~~~ + +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. + +A trace captured with `API +trace <https://github.com/apitrace/apitrace>`__ shows this sequences of +calls like this: + +:: + + 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) + +Note that one would expect call 2514 to be glTexImage(level=9, width=1, +height=1) but it's not there. + +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. + +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. + +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 +*much* brighter than NVIDIA's). + +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. + +Maya-03 test 2 +~~~~~~~~~~~~~~ + +This test makes some unusual calls to glRotate. For example: + +:: + + glRotate(50, 50, 50, 1); + glRotate(100, 100, 100, 1); + glRotate(52, 52, 52, 1); + +These unusual values lead to invalid modelview matrices. For example, +the last glRotate command above produces this matrix with Mesa: + +:: + + 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 + +and with NVIDIA's OpenGL: + +:: + + 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 + +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. + +Proe-05 test 1 +~~~~~~~~~~~~~~ + +This uses depth testing but there's two problems: + +#. The glXChooseFBConfig() call doesn't request a depth buffer +#. The test never calls glClear(GL_DEPTH_BUFFER_BIT) to initialize the + depth buffer + +If the chosen visual does not have a depth buffer, you'll see the +wireframe car model but it won't be rendered correctly. + +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. + +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. + +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. + +Proe-05 test 6 +~~~~~~~~~~~~~~ + +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. + +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. + +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. + +Viewperf 12 +----------- + +Note that Viewperf 12 only runs on 64-bit Windows 7 or later. + +catia-04 +~~~~~~~~ + +One of the catia tests calls wglGetProcAddress() to get some +GL_EXT_direct_state_access functions (such as glBindMultiTextureEXT) and +some GL_NV_half_float functions (such as glMultiTexCoord3hNV). If the +extension/function is not supported, wglGetProcAddress() can return +NULL. Unfortunately, Viewperf doesn't check for null pointers and +crashes when it later tries to use the pointer. + +Another catia test uses OpenGL 3.1's primitive restart feature. But when +Viewperf creates an OpenGL context, it doesn't request version 3.1 If +the driver returns version 3.0 or earlier all the calls related to +primitive restart generate an OpenGL error. Some of the rendering is +then incorrect. + +energy-01 +~~~~~~~~~ + +This test creates a 3D luminance texture of size 1K x 1K x 1K. If the +OpenGL driver/device doesn't support a texture of this size the +glTexImage3D() call will fail with GL_INVALID_VALUE or GL_OUT_OF_MEMORY +and all that's rendered is plain white polygons. Ideally, the test would +use a proxy texture to determine the max 3D texture size. But it does +not do that. + +maya-04 +~~~~~~~ + +This test generates many GL_INVALID_OPERATION errors in its calls to +glUniform(). Causes include: + +- Trying to set float uniforms with glUniformi() +- Trying to set float uniforms with glUniform3f() +- Trying to set matrix uniforms with glUniform() instead of + glUniformMatrix(). + +Apparently, the indexes returned by glGetUniformLocation() were +hard-coded into the application trace when it was created. Since +different implementations of glGetUniformLocation() may return different +values for any given uniform name, subsequent calls to glUniform() will +be invalid since they refer to the wrong uniform variables. This causes +many OpenGL errors and leads to incorrect rendering. + +medical-01 +~~~~~~~~~~ + +This test uses a single GLSL fragment shader which contains a GLSL 1.20 +array initializer statement, but it neglects to specify ``#version 120`` +at the top of the shader code. So, the shader does not compile and all +that's rendered is plain white polygons. + +Also, the test tries to create a very large 3D texture that may exceed +the device driver's limit. When this happens, the glTexImage3D call +fails and all that's rendered is a white box. + +showcase-01 +~~~~~~~~~~~ + +This is actually a DX11 test based on Autodesk's Showcase product. As +such, it won't run with Mesa. |