Difference between revisions of "Known Driver Bugs"

(add warning flood)
(Nvidia)
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* Some shader with loops with a long body like GI makes the shader compiler crash.
 
* Some shader with loops with a long body like GI makes the shader compiler crash.
 
Workaround : Manually unroll the loop.
 
Workaround : Manually unroll the loop.
 +
* Passing sampler2D as varying between vertex shader and geometry shader make compiler crash
 +
Workaround : User uvec2 type instead.
 
* Array of constants seem to be slower than normal when dynamic addressed.
 
* Array of constants seem to be slower than normal when dynamic addressed.
 
Workaround : Use uniform arrays.
 
Workaround : Use uniform arrays.

Revision as of 20:38, 17 September 2016

Nvidia

  • Some shader with loops with a long body like GI makes the shader compiler crash.

Workaround : Manually unroll the loop.

  • Passing sampler2D as varying between vertex shader and geometry shader make compiler crash

Workaround : User uvec2 type instead.

  • Array of constants seem to be slower than normal when dynamic addressed.

Workaround : Use uniform arrays.

  • imageLoad() returns undefined values with out of bound index instead of 0 (as mentionned by the spec) on linux.

Workaround : Clamp indexes or use texture.

AMD

  • Samplers object seems not to be properly unbound when dealing with depth test and array texture like for shadowedsunlight shader.

Workaround : Use a dedicated texture unit for such samplers

  • Bindless srgb textures are sampled like rgb textures

Workaround : Use #ifdefs and pow(., 2.2) to manually do the conversion

  • imageLoad() returns undefined values with out of bound index instead of 0 (as mentionned by the spec) on linux.

Workaround : Clamp indexes or use texture.

  • On linux libasan crash early because of overlapping memcpy addresses.

Workaround : Do not use libasan with catalyst

Mesa

  • DoF shaders make the compiler go into an infinite loop

Workaround : Do not activate dof

Intel

  • On Sandy Bridge UBO are not properly updated

Workaround : Do not use UBO

  • srgb Texture compression is broken.

Workaround : Do not use texture compression.

  • The terminal is flooded with warnings in debug buildsso the the fps gos down from 60 to 11.

Workaround: disable warnings Solution: Modify the irrlicht Code so that it doesn't use old functions with modern hardware OR make the printing of warning configurable.