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Intel IRIS Problems #86
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Text rendering uses stencil-buffer and sample-shading |
I think especially sample-shading might be interesting |
but without multisampling - maybe just the existence of sample shading kills. i just found out text rendering also does not work on linux. i think i recompiled glvm (which might be necessary) - somebody any clue - maybe related? |
We force the shader to be executed per sample via using |
…to *disable* multisampling properly. Unclear yet why outline only always needs multisampling
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so this is the last conclusion for the moment - it is not possible to make it work on
experimenting with
et al. does not work. so to prevent hanging frames, one needs to disable multisampling enable cap and a fbo without sampleCount = 1. No repro strategy was successful, i think we need to live with the workaround which as already been deployed and tested in pro3d. |
as we found out in PRo3D, there are problems with new intel chips. It seemed like FBO/Multisample is causing the problems.
The workaround was to disable multisampling: pro3d-space/PRo3D#116
with @luithefirst we just found out that text is causing the problems - all ok, put in a text in pro3d - no rendering result.
Reproducing this in media - add the text - clear color remains...
moving on to vanilla aardvark.rendering - stalls, non-termination etc appears for multisampled text and without (MS).
Conclusions?
Looks like text rendering is broken on iris gpus, disabling multisampling helps in PRo3D but there is something fishy still - just with text alone.
We suspect an endless loop, which not breaks fbos, but sometimes, in media cases provokes infinite frametimes there.
What are the most promising features in text to be removed step by step to track it down?
@hyazinthh - that is why your test suite did not detect it ;
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