<div dir="ltr"><div><div><div>I see two possibilities:<br><br></div>- one is that the bug in PC1 OpenGL driver is a race condition, enabling debug checking changes the timing, hence makes things pass<br><br></div>- the other is that the bug is some sort of state validation issue, and the glValidateProgram done by glretrace when checking errors, avoids the bug.<br><br></div><div> I've seen this happening once.<br><br></div><div> If this is the case, then this apitrace patch might get PC1 to draw correctly even when not checking errors not selected:<br><br><span style="font-family:monospace,monospace">diff --git a/retrace/glretrace.py b/retrace/glretrace.py<br>index 1e19473..a863c3c 100644<br>--- a/retrace/glretrace.py<br>+++ b/retrace/glretrace.py<br>@@ -280,7 +280,7 @@ class GlRetracer(Retracer):<br> is_draw_arrays or \<br> is_draw_elements or \<br> function.name.startswith('glBeginTransformFeedback'):<br>- print r' if (retrace::debug) {'<br>+ print r' if (1 || retrace::debug) {'<br> print r' _validateActiveProgram(call);'<br> print r' }'<br> <br>@@ -571,7 +571,7 @@ _getActiveProgram(void)<br> static void<br> _validateActiveProgram(trace::Call &call)<br> {<br>- assert(retrace::debug);<br>+ //assert(retrace::debug);<br> <br> glretrace::Context *currentContext = glretrace::getCurrentContext();<br> if (!currentContext ||<br><br></span><br><br></div>Jose<br></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Aug 12, 2015 at 2:38 PM, Babis Koniaris <span dir="ltr"><<a href="mailto:esrever2357@gmail.com" target="_blank">esrever2357@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
Hi, <br>
<br>
I was looking onto a problem where my application displays what I
expect on one PC (PC0) and exhibits a bug on another (PC1). PC0 has
a nice powerful Geforce TITAN, while PC1 is a laptop intel
integrated card. I'm running an application on OpenGL 4.00 (GLSL
4.00) which is supported on both.<br>
<br>
The problem lies with reading the contents of a particular texture
(R16UI): on PC1 the shader always reads zeroes, while on PC0 it
reads the values normally. There are no OpenGL errors. Here is when
I decided to run apitrace to find out what's going on.<br>
<br>
I run qapitrace (latest version) and exit the application after a
while, all while seeing the problem. I hit replay, and <b>the trace
plays correctly, as in PC0. </b>After a bit of fiddling, I
realized that if, in the Replay menu, "Error Checking" is selected,
then the trace plays correctly as in PC0. If it's not selected, then
it shows the bug as usual. <br>
<br>
What could be going on?<br>
<br>
Thanks,<br>
Babis<br>
</div>
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