Bug 103824 - [SNB] SynMark GSCloth test renders wrong
Summary: [SNB] SynMark GSCloth test renders wrong
Status: NEW
Alias: None
Product: Mesa
Classification: Unclassified
Component: Drivers/DRI/i965 (show other bugs)
Version: git
Hardware: Other All
: medium normal
Assignee: Intel 3D Bugs Mailing List
QA Contact: Intel 3D Bugs Mailing List
URL:
Whiteboard:
Keywords:
Depends on:
Blocks:
 
Reported: 2017-11-20 13:55 UTC by Eero Tamminen
Modified: 2019-01-09 11:56 UTC (History)
0 users

See Also:
i915 platform:
i915 features:


Attachments
Incorrect rendering screenshot (168.74 KB, image/png)
2017-11-20 13:55 UTC, Eero Tamminen
Details
Screenshot of incorrect rendering (170.23 KB, image/png)
2019-01-09 11:56 UTC, Eero Tamminen
Details

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Description Eero Tamminen 2017-11-20 13:55:48 UTC
Created attachment 135603 [details]
Incorrect rendering screenshot

Mesa fails SynMark render validation for OglGSCloth test on SNB:
   ./synmark2 OglGSCoth

Rendering is obviously incorrect (see the the attachment).  Francesco's recent GEN6-7 Transform feedback optimization patch series seems to make this somewhat worse.

I don't know whether Mesa has ever rendered it correctly on SNB, the issue has been there at least a year.  Rendering is fine on GEN7+ (also with Francesco's patch series).

Unlike most of the other tests we run regularly (which work fine), GSCloth uses geometry shaders, streamout and transform feedback.  GfxBench Manhattan uses also transform feedback, but that at least didn't have obvious rendering issues on SNB like this test.
Comment 1 Eero Tamminen 2018-01-17 07:40:33 UTC
i965 still renders this wrong on SNB.
Comment 2 Eero Tamminen 2019-01-09 11:56:29 UTC
Created attachment 143034 [details]
Screenshot of incorrect rendering

Added screenshot from latest Mesa git version.  Output is now marginally better than year ago (all content is now in correct location), but still clearly broken.

PS. Not really related to this bug, but on SNB SynMark OglTerrain*Inst tests fail to:
"Cannot allocate memory for terrain data, need 1216 layers, available 512"


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