[Nouveau] Synchronization mostly missing?
Krzysztof Smiechowicz
deadwood at wp.pl
Sun Dec 27 23:27:17 PST 2009
Luca Barbieri pisze:
> I'm not sure why this hasn't been noticed before though.
> Is everyone getting randomly misrendered OpenGL or is my machine
> somehow more prone to reusing buffers?
I reported a similar problem about 2 weeks ago. It first became apparent
with NV40 but I also confirmed it with NV30 - in both cases it was
visible in morph3d demo. As long as nothing changes in memory
allocation, everything is fine. If I even move a window(which causes
some allocations in the system) vertexes become damaged.
Some information from that previous emails:
""
I see this problem on morph3d demo. What it does is: for each frame
create a call list and then call it 4 times.
ADDR VRAM OFFSET
A X
B Y
C X
A,B,C is the memory offset of 32kb buffer created for vertex buffer when
call lists are compiled. X,Y is the VRAM OFFSET (bo.mem.mm_node.start)
First buffer is created (X,A). When it gets full (after around 3 frames)
second buffer is created (Y,B). Then first one is freed. When second
buffer is full, third is created (X,C) - here the problem start:
according to my observations, the card seems to read vertexes not from
address C but from address A as if it somehow remembered the initial
address binding.
Other observations:
- the data during execution of gl commands actually seems to be put into
location C - when I switch to software path, I could track down that it
reads data from location C - rendering is done correctly in software path
- when I comment out freeing of memory manager node (bo.mem.mm_node), so
that the third buffer is Z,C (paired with not yet used offset of VRAM)
then hardware rendering behaves correctly - but this will make card "run
out" of memory as no memory manager nodes will be deallocated
- when I switch the calls of glCallList into actual rendering code and
disable invocation of glNewList/glEndList the hardware rendering also
behaves correctly
""
Best regards,
Krzysztof
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