docs: document Viewperf 12 issues

Signed-off-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Brian Paul
2015-03-31 11:30:32 -06:00
parent fe026d7ce5
commit 3db0317351

View File

@@ -19,6 +19,7 @@
<p>
This page lists known issues with
<a href="http://www.spec.org/gwpg/gpc.static/vp11info.html" target="_main">SPEC Viewperf 11</a>
and <a href="https://www.spec.org/gwpg/gpc.static/vp12info.html" target="_main">SPEC Viewperf 12</a>
when running on Mesa-based drivers.
</p>
@@ -40,13 +41,15 @@ These issues have been reported to the SPEC organization in the hope that
they'll be fixed in the future.
</p>
<h2><u>Viewperf 11</u></h2>
<p>
Some of the Viewperf tests use a lot of memory.
Some of the Viewperf 11 tests use a lot of memory.
At least 2GB of RAM is recommended.
</p>
<h2>Catia-03 test 2</h2>
<h3>Catia-03 test 2</h3>
<p>
This test creates over 38000 vertex buffer objects. On some systems
@@ -59,7 +62,7 @@ either in Viewperf or the Mesa driver.
<h2>Catia-03 tests 3, 4, 8</h2>
<h3>Catia-03 tests 3, 4, 8</h3>
<p>
These tests use features of the
@@ -79,7 +82,7 @@ Subsequent drawing calls become no-ops and the rendering is incorrect.
<h2>sw-02 tests 1, 2, 4, 6</h2>
<h3>sw-02 tests 1, 2, 4, 6</h3>
<p>
These tests depend on the
@@ -99,7 +102,7 @@ color. This is probably due to some uninitialized state somewhere.
<h2>sw-02 test 6</h2>
<h3>sw-02 test 6</h3>
<p>
The lines drawn in this test appear in a random color.
@@ -111,7 +114,7 @@ situation, we get a random color.
<h2>Lightwave-01 test 3</h2>
<h3>Lightwave-01 test 3</h3>
<p>
This test uses a number of mipmapped textures, but the textures are
@@ -172,7 +175,7 @@ However, we have no plans to implement this work-around in Mesa.
</p>
<h2>Maya-03 test 2</h2>
<h3>Maya-03 test 2</h3>
<p>
This test makes some unusual calls to glRotate. For example:
@@ -204,7 +207,7 @@ and with a semi-random color (between white and black) since GL_FOG is enabled.
</p>
<h2>Proe-05 test 1</h2>
<h3>Proe-05 test 1</h3>
<p>
This uses depth testing but there's two problems:
@@ -232,7 +235,7 @@ glClear is called so clearing the depth buffer would be a no-op anyway.
</p>
<h2>Proe-05 test 6</h2>
<h3>Proe-05 test 6</h3>
<p>
This test draws an engine model with a two-pass algorithm.
@@ -261,6 +264,79 @@ blending with appropriate patterns/modes to ensure the same fragments
are produced in both passes.
</p>
<h2><u>Viewperf 12</u></h2>
<p>
Note that Viewperf 12 only runs on 64-bit Windows 7 or later.
</p>
<h3>catia-04</h3>
<p>
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.
</p>
<p>
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.
</p>
<h3>energy-01</h3>
<p>
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.
</p>
<h3>maya-04</h3>
<p>
This test generates many GL_INVALID_OPERATION errors in its calls to
glUniform().
Causes include:
<ul>
<li> Trying to set float uniforms with glUniformi()
<li> Trying to set float uniforms with glUniform3f()
<li> Trying to set matrix uniforms with glUniform() instead of glUniformMatrix().
</ul>
<p>
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.
</p>
<h3>medical-01</h3>
<p>
This test uses a single GLSL fragment shader which contains a GLSL 1.20
array initializer statement, but it neglects to specify
<code>#version 120</code> at the top of the shader code.
So, the shader does not compile and all that's rendered is plain white polygons.
</p>
<h3>showcase-01</h3>
<p>
This is actually a DX11 test based on Autodesk's Showcase product.
As such, it won't run with Mesa.
</p>
</div>
</body>