docs: document known issues with Viewperf 11
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<LI><A HREF="mangling.html" target="MainFrame">Function Name Mangling</A>
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<LI><A href="llvmpipe.html" target="MainFrame">Gallium llvmpipe driver</A>
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<LI><A href="postprocess.html" target="MainFrame">Gallium post-processing</A>
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<LI><A href="viewperf.html" target="MainFrame">Viewperf Issues</A>
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</ul>
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<b>Developer Topics</b>
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docs/viewperf.html
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docs/viewperf.html
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<HTML>
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<TITLE>Viewperf Issues</TITLE>
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<link rel="stylesheet" type="text/css" href="mesa.css"></head>
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<BODY>
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<h1>Viewperf Issues</h1>
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<p>
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This page lists known issues with
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<a href="http://www.spec.org/gwpg/gpc.static/vp11info.html" target="_main">SPEC Viewperf 11</a>
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when running on Mesa-based drivers.
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</p>
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<p>
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The Viewperf data sets are basically GL API traces that are recorded from
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CAD applications, then replayed in the Viewperf framework.
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</p>
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<p>
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The primary problem with these traces is they blindly use features and
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OpenGL extensions that were supported by the OpenGL driver when the trace
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was recorded,
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but there's no checks to see if those features are supported by the driver
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when playing back the traces with Viewperf.
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</p>
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<p>
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These issues have been reported to the SPEC organization in the hope that
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they'll be fixed in the future.
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</p>
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<h2>Catia-03 tests 3, 4, 8</h2>
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<p>
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These tests use features of the
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<a href="http://www.opengl.org/registry/specs/NV/fragment_program2.txt"
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target="_main">
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GL_NV_fragment_program2</a> and
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<a href="http://www.opengl.org/registry/specs/NV/vertex_program3.txt"
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target="_main">
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GL_NV_vertex_program3</a> extensions without checking if the driver supports
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them.
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</p>
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<p>
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When Mesa tries to compile the vertex/fragment programs it generates errors
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(which Viewperf ignores).
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Subsequent drawing calls become no-ops and the rendering is incorrect.
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</p>
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<h2>sw-02 tests 1, 2, 4</h2>
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<p>
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These tests depend on the
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<a href="http://www.opengl.org/registry/specs/NV/primitive_restart.txt"
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target="_main">GL_NV_primitive_restart</a> extension.
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</p>
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<p>
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If the Mesa driver doesn't support this extension the rendering will
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be incorrect and the test will fail.
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</p>
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<h2>Lightwave-01 test 3</h2>
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<p>
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This test uses a number of mipmapped textures, but the textures are
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incomplete because the last/smallest mipmap level (1 x 1 pixel) is
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never specified.
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</p>
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<p>
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A trace captured with
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<a href="https://github.com/apitrace/apitrace" target="_main">API trace</a>
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shows this sequences of calls like this:
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<pre>
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2504 glBindTexture(target = GL_TEXTURE_2D, texture = 55)
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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))
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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))
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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))
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[...]
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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))
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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))
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2514 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MIN_FILTER, param = GL_LINEAR_MIPMAP_LINEAR)
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2515 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_S, param = GL_REPEAT)
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2516 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_WRAP_T, param = GL_REPEAT)
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2517 glTexParameteri(target = GL_TEXTURE_2D, pname = GL_TEXTURE_MAG_FILTER, param = GL_NEAREST)
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</pre>
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<p>
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Note that one would expect call 2514 to be glTexImage(level=9, width=1,
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height=1) but it's not there.
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</p>
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<p>
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The minification filter is GL_LINEAR_MIPMAP_LINEAR and the texture's
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GL_TEXTURE_MAX_LEVEL is 1000 (the default) so a full mipmap is expected.
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</p>
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<p>
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Later, these incomplete textures are bound before drawing calls.
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According to the GL specification, if a fragment program or fragment shader
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is being used, the sampler should return (0,0,0,1) ("black") when sampling
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from an incomplete texture.
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This is what Mesa does and the resulting rendering is darker than it should
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be.
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</p>
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<p>
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It appears that NVIDIA's driver (and possibly AMD's driver) detects this case
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and returns (1,1,1,1) (white) which causes the rendering to appear brighter
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and match the reference image (however, AMD's rendering is <em>much</em>
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brighter than NVIDIA's).
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</p>
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<p>
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If the fallback texture created in _mesa_get_fallback_texture() is
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initialized to be full white instead of full black the rendering appears
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correct.
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However, we have no plans to implement this work-around in Mesa.
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</p>
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</BODY>
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</HTML>
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