Difference between revisions of "Known Driver Bugs"

(Nvidia)
(AMD)
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* On linux libasan crash early because of overlapping memcpy addresses.
 
* On linux libasan crash early because of overlapping memcpy addresses.
 
Workaround : Do not use libasan with catalyst
 
Workaround : Do not use libasan with catalyst
 +
* Array textures with MSAA make the display driver on Windows crash and/or generates visual glitches.
 +
Workaround : Use atlases or avoid MSAA
  
 
== Mesa ==
 
== Mesa ==

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.

  • On linux depth texture array with depthcomponent16 does not work.

Workaround : Commit b376dcd6fef825edf14cbab09924efe262223aab

  • 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.

  • atomics on shared memory (and to global memory to a lesser extent) like atomicMax in compute shaders make the display server hang/crash on Windows and Linux.

Workaround : Do not use atomics.

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

  • Array textures with MSAA make the display driver on Windows crash and/or generates visual glitches.

Workaround : Use atlases or avoid MSAA

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.