viewperf.html revision a0c380a7442a932edce03e0ddcf98af9d3e76f51
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3<TITLE>Viewperf Issues</TITLE>
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9<h1>Viewperf Issues</h1>
10
11<p>
12This page lists known issues with
13<a href="http://www.spec.org/gwpg/gpc.static/vp11info.html" target="_main">SPEC Viewperf 11</a>
14when running on Mesa-based drivers.
15</p>
16
17<p>
18The Viewperf data sets are basically GL API traces that are recorded from
19CAD applications, then replayed in the Viewperf framework.
20</p>
21
22<p>
23The primary problem with these traces is they blindly use features and
24OpenGL extensions that were supported by the OpenGL driver when the trace
25was recorded,
26but there's no checks to see if those features are supported by the driver
27when playing back the traces with Viewperf.
28</p>
29
30<p>
31These issues have been reported to the SPEC organization in the hope that
32they'll be fixed in the future.
33</p>
34
35<p>
36Some of the Viewperf tests use a lot of memory.
37At least 2GB of RAM is recommended.
38</p>
39
40
41<h2>Catia-03 test 2</h2>
42
43<p>
44This test creates over 38000 vertex buffer objects.  On some systems
45this can exceed the maximum number of buffer allocations.  Mesa
46generates GL_OUT_OF_MEMORY errors in this situation, but Viewperf
47does no error checking and continues.  When this happens, some drawing
48commands become no-ops.  This can also eventually lead to a segfault
49either in Viewperf or the Mesa driver.
50</p>
51
52
53
54<h2>Catia-03 tests 3, 4, 8</h2>
55
56<p>
57These tests use features of the
58<a href="http://www.opengl.org/registry/specs/NV/fragment_program2.txt"
59target="_main">
60GL_NV_fragment_program2</a> and
61<a href="http://www.opengl.org/registry/specs/NV/vertex_program3.txt"
62target="_main">
63GL_NV_vertex_program3</a> extensions without checking if the driver supports
64them.
65</p>
66<p>
67When Mesa tries to compile the vertex/fragment programs it generates errors
68(which Viewperf ignores).
69Subsequent drawing calls become no-ops and the rendering is incorrect.
70</p>
71
72
73
74<h2>sw-02 tests 1, 2, 4, 6</h2>
75
76<p>
77These tests depend on the
78<a href="http://www.opengl.org/registry/specs/NV/primitive_restart.txt"
79target="_main">GL_NV_primitive_restart</a> extension.
80</p>
81
82<p>
83If the Mesa driver doesn't support this extension the rendering will
84be incorrect and the test will fail.
85</p>
86
87<p>
88Also, the color of the line drawings in test 2 seem to appear in a random
89color.  This is probably due to some uninitialized state somewhere.
90</p>
91
92
93
94<h2>sw-02 test 6</h2>
95
96<p>
97The lines drawn in this test appear in a random color.
98That's because texture mapping is enabled when the lines are drawn, but no
99texture image is defined (glTexImage2D() is called with pixels=NULL).
100Since GL says the contents of the texture image are undefined in that
101situation, we get a random color.
102</p>
103
104
105
106<h2>Lightwave-01 test 3</h2>
107
108<p>
109This test uses a number of mipmapped textures, but the textures are
110incomplete because the last/smallest mipmap level (1 x 1 pixel) is
111never specified.
112</p>
113
114<p>
115A trace captured with
116<a href="https://github.com/apitrace/apitrace" target="_main">API trace</a>
117shows this sequences of calls like this:
118
119<pre>
1202504 glBindTexture(target = GL_TEXTURE_2D, texture = 55)
1212505 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))
1222506 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))
1232507 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))
124[...]
1252512 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))
1262513 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))
1272514 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR_MIPMAP_LINEAR)
1282515 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_REPEAT)
1292516 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_REPEAT)
1302517 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST)
131</pre>
132
133<p>
134Note that one would expect call 2514 to be glTexImage(level=9, width=1,
135height=1) but it's not there.
136</p>
137
138<p>
139The minification filter is GL_LINEAR_MIPMAP_LINEAR and the texture's
140GL_TEXTURE_MAX_LEVEL is 1000 (the default) so a full mipmap is expected.
141</p>
142
143<p>
144Later, these incomplete textures are bound before drawing calls.
145According to the GL specification, if a fragment program or fragment shader
146is being used, the sampler should return (0,0,0,1) ("black") when sampling
147from an incomplete texture.
148This is what Mesa does and the resulting rendering is darker than it should
149be.
150</p>
151
152<p>
153It appears that NVIDIA's driver (and possibly AMD's driver) detects this case
154and returns (1,1,1,1) (white) which causes the rendering to appear brighter
155and match the reference image (however, AMD's rendering is <em>much</em>
156brighter than NVIDIA's).
157</p>
158
159<p>
160If the fallback texture created in _mesa_get_fallback_texture() is
161initialized to be full white instead of full black the rendering appears
162correct.
163However, we have no plans to implement this work-around in Mesa.
164</p>
165
166
167<h2>Maya-03 test 2</h2>
168
169<p>
170This test makes some unusual calls to glRotate.  For example:
171</p>
172<pre>
173glRotate(50, 50, 50, 1);
174glRotate(100, 100, 100, 1);
175glRotate(52, 52, 52, 1);
176</pre>
177<p>
178These unusual values lead to invalid modelview matrices.
179For example, the last glRotate command above produces this matrix with Mesa:
180<pre>
1811.08536e+24 2.55321e-23 -0.000160389 0 
1825.96937e-25 1.08536e+24 103408 0 
183103408 -0.000160389 1.74755e+09 0 
1840 0 0 nan 
185</pre>
186and with NVIDIA's OpenGL:
187<pre>
1881.4013e-45 0 -nan 0 
1890 1.4013e-45 1.4013e-45 0 
1901.4013e-45 -nan 1.4013e-45 0 
1910 0 0 1.4013e-45 
192</pre>
193<p>
194This causes the object in question to be drawn in a strange orientation
195and with a semi-random color (between white and black) since GL_FOG is enabled.
196</p>
197
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