[Mesa-dev] XCOM: Enemy Unknown vs. NaN texture unit LOD bias
Kenneth Graunke
kenneth at whitecape.org
Fri Jul 14 05:14:16 UTC 2017
On Thursday, July 13, 2017 4:23:14 PM PDT Ian Romanick wrote:
> On 07/10/2017 11:25 PM, Kenneth Graunke wrote:
> > Hello,
> >
> > Mesa master has been hitting assert failures when running "XCOM: Enemy
> > Unknown" since commit f8d69beed49c64f883bb8ffb28d4960306baf575, where we
> > started asserting that the SAMPLER_STATE LOD Bias value actually fits in
> > the correct number of bits.
> >
> > Apparently, XCOM calls
> >
> > glTexEnv(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, val);
> >
> > to set the texture unit LOD bias...but according to gdb, the value is:
> >
> > -nan(0x7ffff3)
> >
> > In i965, we do CLAMP(lod bias, -16, 15)...but NaN ends up failing both
> > the < min and > max comparisons, so it slips through. But, that raises
> > the question...what value *should* we be using? 0? Min? Max?
> >
> > I couldn't find any immediately applicable GL spec text. Anyone know of
> > any? If not, does DirectX mandate something?
>
> There is one place. Section 2.3.4.1 (Floating-Point Computation) of the
> OpenGL 4.5 core profile spec says:
>
> "The result of providing a value that is not a floating-point number
> to such a command is unspecified, but must not lead to GL
> interruption or termination. In IEEE arithmetic, for example,
> providing a negative zero or a denormalized number to a GL command
> yields predictable results, while providing a NaN or an infinity
> yields unspecified results."
>
> Crashing is not allowed, but nearly any other behavior is. Based on
> that, I like Roland's suggestion of changing the CLAMP() macro. We
> should also report this to the developers. I'd wager that some crazy
> NaN value is not what they intended.
Hi Marc,
I think I may have found a bug in "XCOM: Enemy Within" - it appears to be
setting the texture unit LOD bias to -nan(0x7ffff3) via glTexEnv. Passing
in a NaN here can cause unspecified results...meaning you likely get an
arbitrary LOD bias. I'm guessing this isn't what you intended.
See above for the details. I just sent patches to work around the crash
(assertion failure) in i965 due to the NaN popping up in unexpected places,
but we'll end up setting the LOD bias to -16, which I imagine could have a
performance impact...
https://lists.freedesktop.org/archives/mesa-dev/2017-July/162921.html
The bogus glTexEnv call happens immediately after the intro videos end,
and you reach the main menu (new game, load, etc).
Any thoughts?
--Ken
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