Some textures are not rendering correctly in apitrace

Benjamin Bellec b.bellec at gmail.com
Wed Nov 5 10:22:20 PST 2014


Yes I confirm that the weapons are *always* correctly rendered while
tracing. The corruption only appears in the apitrace.

Anyway thanks for this explanation.
So, do you think a hardware (physical) problem can be the origin of this ?
Or more probably a software one ? Because I was surprised, indeed, I have
another problematic bug that occurs, aparently with glMapBufferRange() too,
see BUGZILLA #77596
<https://bugs.freedesktop.org/show_bug.cgi?id=77596>particularly
my #7 comments. Maybe this is just coincidence. I'm not an OpenGL
developper so I don't know where the glMapBufferRange's "lenght" parameter
come from ? (from the game or from the OpenGL driver itself).

To sum up, what do you think I should do now ? Fill a bug against the
OpenGL driver ?

2014-11-05 17:00 GMT+01:00 José Fonseca <jose.r.fonseca at gmail.com>:

>
> On Tue, Nov 4, 2014 at 9:09 PM, Benjamin Bellec <b.bellec at gmail.com>
> wrote:
>
>> Unfortunatly it doesn't help.
>> That said, I just tried many times, and sometimes everything is fine...
>> (even without your patch). Here is an example trace when everything is fine
>> :
>>
>> https://drive.google.com/file/d/0B7D2Y0QXFND2c3pzRi1HTGRFVDg/view?usp=sharing
>> (152 MB)
>> md5sum : 35bef1e4519ba70cf083daf46c8670ce
>>
>>
> Thanks for the additional traces. With them I have undeniable proof that
> the corruption in the first weapon comes from apitrace reading bad data
> from the glMapBufferRange() of the vertex buffer:
>
> 184065 glMapBufferRange(target = GL_ARRAY_BUFFER, offset = 0, length =
> 1538560, access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT) =
> 0xdedce000
> 184066 memcpy(dest = 0xdedce000, src = blob(1538560), n = 1538560)
> 184067 glUnmapBuffer(target = GL_ARRAY_BUFFER) = GL_TRUE
>
> I extracted the vertex buffer blob from the three traces. The data from
> ss3_weird.trace is busted, while data from ss3_weird2.trace and
> ss3_correct_without_patch.trace are identical byte by byte.  And if I hack
> glretrace to use the good vertex data the weapon is rendered fine.
>
> Why apitrace gets bad data I don't know.   Here's the wdiff of the hexdump
> of a good data and bad data:
>
> 0016870: 61a0303d ccf112bf 64fa6fbc 67672c3d
> 0016880: ba6a12bf 71a0f23b 67621a3d ccf112bf
> 0016890: 90896f3c 67672c3d ba6a12bf a44973bc
> 00168a0: 67024f3d ccf112bf 19888abc 67024f3d
> 00168b0: ba6a12bf 3748523c 61a0303d ccf112bf
> 00168c0: 50508a3c 67024f3d ba6a12bf e1b952bc
> 00168d0: 87646d3d ccf112bf 64fa6fbc 9c9d713d
> 00168e0: ba6a12bf [-d0d8723c-] {+228a293c+} 67024f3d ccf112bf
> 00168f0: 90896f3c [-9c9d713d-] {+228a293d+} ba6a12bf 3748523c
> 0016900: 87646d3d ccf112bf 2c340a3c 6c79853d
> 0016910: ba6a12bf [-71a0f23b-] {+228a293b+} 41d1813d ccf112bf
> 0016920: 409562b7 [-5c1c8a3d-] {+228a293d+} ba6a12bf 4382f3bb
> 0016930: 41d1813d [-ccf112bf-] {+228a29bf+} e6a20abc 6c79853d
> 0016940: ba6a12bf 409562b7 54e3853d ccf112bf
> 0016950: 4f5f0bbc [-f2b3313e-] {+228a293e+} 4eb47bbe d7b246bc
> 0016960: bbb4313e [-91b47bbe-] {+228a29be+} 0fdac4bb 29b3313e
> 0016970: 0bb47bbe [-749fb7bc-] {+228a29bc+} 3f1f153e 01f77cbe
> 0016980: 749fb7bc 5ed6143e 7c7d7dbe 5b1dcabc
> 0016990: 5ed6143e [-7c7d7dbe-] {+228a29be+} 3d12cabc 3f1f153e
> 00169a0: 01f77cbe [-0d28cabc-] {+228a29bc+} baa2143e 240d7ebe
> [...]
> 0116880: ac5cac3d 15c8813e 568bb83d b363803e
> 0116890: 568bb83d [-ab4f7b3e-] {+228a293e+} ac5cac3d 8356783e
> 01168a0: ac5cac3d [-6f706f3e-] {+228a293e+} 568bb83d afa76c3e
> 01168b0: 568bb83d [-afa76c3e-] {+228a293e+} ac5cac3d 6f706f3e
> 01168c0: f6f5973c 318a353e f6f5973c 318a353e
> 01168d0: f6f5973c 1080713e f6f5973c 1080713e
> 01168e0: f6f5973c 2536fe3d f6f5973c 9aed903e
> 01168f0: f6f5973c 2536fe3d f6f5973c 9aed903e
> 0116900: f6f5973c fd96cb3d f6f5973c fd96cb3d
>
> It's too many changes to be related to the write-combining buffer.
>
> It looks like the bytes 22 8a 29 write scribbled over with a stride of
> 16-bytes except every 4th row.  So it actually looks like the GPU or
> something else scriblling over the buffer memory mapping somehow.
>
> Can you confirm just one detail: while you capture the trace, are weapons
> always rendered OK or does it also vary?
>
> AFAICS, I can't find any evidence of apitrace being in the wrong. But
> rather your system (either the hardware or the OpenGL drivers) behaving
> very weird...
>
> Jose
>
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