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[Memo] List of functions/features not working as expected #3

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neo-mashiro opened this issue Nov 21, 2021 · 0 comments
Open

[Memo] List of functions/features not working as expected #3

neo-mashiro opened this issue Nov 21, 2021 · 0 comments
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bug Something isn't working documentation Improvements or additions to documentation question Further information is requested wontfix This will not be worked on

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neo-mashiro commented Nov 21, 2021

Tested on Windows 10 in debug mode with 2021 latest drivers for

  • GeForce GTX 1080 Ti
  • Intel® UHD Graphics 620
  • Radeon™ RX 540

Release build is run on Radeon™ RX 580 and is not tested. (because it's not my graphics card)

glNamedFramebufferTextureLayer

On AMD card this works fine with cubemap textures (setting one face to be the framebuffer render target), but my Intel UHD 620 generates a error on this call, probably a driver issue. There seems to be another function called glNamedFramebufferTextureFace, what does that do? Similar post:
https://community.intel.com/t5/Graphics/glNamedFramebufferTextureLayer-rejects-cubemaps-of-any-kind/m-p/1337935#M103221

glBlitNamedFramebuffer

This one works correctly on AMD and Nvidia card, but on Intel it only works well with simple framebuffers. The result of resolving multisampled framebuffers on Intel card gives super weird result. Similar post:
https://stackoverflow.com/questions/14469569/opengl-fbo-blitting-inconsistent-between-intel-and-nvidia

glClientWaitSync

As per OpenGL 4.5 spec, this function takes in a parameter GLuint64 timeout which is measured in nanoseconds though it might not have nanosecond accuracy. While the blocking behavior is correctly observed, it seems that the timeout on my AMD card is really measured in microseconds instead. I've measured the time in my console log, for example, when this call reports a total of 3ms timeout (incremented in a loop), the real physical time elapsed is 3 seconds, the timeout is always 1000 times smaller. On Intel and Nvidia GTX card, timeout is in nanoseconds as expected.

Compute shaders

When I have a slightly heavy-duty compute shader, the program hangs on the AMD card but works fine on Intel 620 and GTX 1080t card. The problem can be solved by simply reducing the amount of computation (e.g. iterations) in the compute shader. Sometimes the hang also happens to the fragment shader, sometime the app crashes and the Radeon manager will detect a driver timeout. AMD driver timeout and crashes is a known issue reported by many people, especially after the 2021 windows 10 updates. Some references:
https://www.reddit.com/r/Amd/comments/mj0vhb/driver_timeout_issues_on_2132/
https://www.reddit.com/r/Amd/comments/mym8xb/possible_solution_if_you_are_experiencing_driver/
https://www.reddit.com/r/AMDHelp/comments/o93kro/amd_driver_timeout_ongoing_for_the_last_six/

@neo-mashiro neo-mashiro self-assigned this Nov 21, 2021
@neo-mashiro neo-mashiro added documentation Improvements or additions to documentation question Further information is requested labels Nov 21, 2021
@neo-mashiro neo-mashiro changed the title List of functions not working as expected List of functions/features not working as expected Dec 3, 2021
@neo-mashiro neo-mashiro pinned this issue Dec 3, 2021
@neo-mashiro neo-mashiro changed the title List of functions/features not working as expected [Memo] List of functions/features not working as expected Dec 3, 2021
@neo-mashiro neo-mashiro added bug Something isn't working wontfix This will not be worked on labels Dec 3, 2021
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