{"id":709,"date":"2011-09-23T12:29:56","date_gmt":"2011-09-23T11:29:56","guid":{"rendered":"http:\/\/www.ozone3d.net\/blogs\/lab\/?p=709"},"modified":"2011-09-23T12:29:56","modified_gmt":"2011-09-23T11:29:56","slug":"les-cartes-geforce-et-le-keyword-glsl-precise","status":"publish","type":"post","link":"https:\/\/www.ozone3d.net\/blogs\/lab\/20110923\/les-cartes-geforce-et-le-keyword-glsl-precise\/","title":{"rendered":"Les Cartes GeForce et le keyword GLSL Precise"},"content":{"rendered":"<p><center><\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.ozone3d.net\/public\/jegx\/201109\/asus_geforce_gtx590.jpg\" alt=\"ASUS GeForce GTX 590\" \/><\/p>\n<p><\/center><\/p>\n<p><!--more--><\/p>\n<p>Le mot cl\u00e9 <b><tt>precise<\/tt><\/b> en <b>GLSL<\/b> (introduit avec l&#8217;extension <a href=\"http:\/\/www.opengl.org\/registry\/specs\/ARB\/gpu_shader5.txt\">GL_ARB_gpu_shader5<\/a>) permet de dire au compilteur GLSL de ne pas faire d&#8217;optimisation sur le calcul d&#8217;une variable. En virgule flottante, a*b*c peut \u00eatre diff\u00e9rent de a*c*b \u00e0 cause des erreurs d&#8217;arrondi.<\/p>\n<p>Dans <a href=\"http:\/\/www.ozone3d.net\/msi_kombustor\/\">MSI Kombustor<\/a>, j&#8217;avais test\u00e9 ce mot cl\u00e9 avec quelques variables car je cherchais \u00e0 r\u00e9soudre un bug dans la <b>tessellation<\/b>. Mais le bug n&#8217;\u00e9tait pas li\u00e9 aux erreurs d&#8217;arrondi et autres optimisations faites par le compilateur. J&#8217;ai trouv\u00e9 la solution plus tard. Le probl\u00e8me c&#8217;est que j&#8217;ai mal nettoy\u00e9 mon code GLSL et j&#8217;ai oubli\u00e9 un keyword <tt>precise<\/tt>&#8230; A ce moment l\u00e0, j&#8217;avais une <b>Radeon HD 6870<\/b> dans ma machine de dev et cet oubli \u00e9tait pass\u00e9 inaper\u00e7u. Mais plusieurs jours apr\u00e8s quand j&#8217;ai branch\u00e9 une <b>GeForce GTX 460<\/b> dans ma machine, j&#8217;ai eu une mauvaise surprise. Le rendu de mon object avec tessellation et shadow mapping \u00e9tait pass\u00e9 en mode tachet\u00e9:<br \/>\n<center><\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.ozone3d.net\/public\/jegx\/201109\/msi_kombustor_220_beta_bug_glsl_precise.jpg\" alt=\"MSI Kombustor, bug due to the precise keyword in GLSL\" \/><\/p>\n<p><\/center><\/p>\n<p>\nDans Kombustor, il y a plusieurs tests 3D qui utilisent la tessellation sur les objets 3D avec du shadow mapping pour cr\u00e9er des ombres. Le shadow mapping utilise en gros deux passes: une passe ambiente pour initialiser le z-buffer et dessiner la scene avec l&#8217;eclairage ambient, et une seconde passe, dite passe d&#8217;illumination, pour colorier les pixels en fonction de la shadow map. La seconde passe etant rendue avec un <tt>glDepthFunc(GL_EQUAL)<\/tt> (et du blending) pour ne colorier que les pixels n\u00e9cessaires.<\/p>\n<p>Le rendu avec <tt>GL_EQUAL<\/tt> fonctionne bien si les vertices calcul\u00e9s dans la seconde passe ont exactement la m\u00eame position finale que ceux calcul\u00e9s dans la premi\u00e8re passe. Mais dans le cas de Kombustor, j&#8217;avais oubli\u00e9 une variable avec le mot cl\u00e9 <tt>precise<\/tt> dans un des shaders de tessellation (le TES, Tessellation Evaluation Shader) de la passe d&#8217;illumination. Sur les Radeons (<b>HD 6800 et HD 6900<\/b>) cela n&#8217;a pos\u00e9 aucun probl\u00e8me mais sur une GeForce, \u00e7a ne pardonne pas. La position des vertices calcul\u00e9s dans la passe d&#8217;illumination est tr\u00e8s l\u00e9g\u00e8rement diff\u00e9rente \u00e0 cause du mot cl\u00e9 <tt>pr\u00e9cise<\/tt> et du coup, certains pixels de la seconde passe, n&#8217;ayant plus exactement le m\u00eame Z que ceux de la premi\u00e8re passe, ont \u00e9t\u00e9 elimin\u00e9s par le test de profondeur ou depth-test. D&#8217;o\u00f9 l&#8217;apparition des t\u00e2ches qui correspondent aux endroits o\u00f9 les pixels n&#8217;ont pas le bon Z.<\/p>\n<p>J&#8217;ai pass\u00e9 quelques heures sur ce sale bug et apr\u00e8s avoir compris que le mot cl\u00e9 <tt>pr\u00e9cise<\/tt> \u00e9tait la source de tous mes ennuis, j&#8217;ai enfin retrouv\u00e9 le bon rendu:<br \/>\n<center><\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.ozone3d.net\/public\/jegx\/201109\/msi_kombustor_220_beta_bug_glsl_precise_fixed.jpg\" alt=\"MSI Kombustor, bug due to the precise keyword in GLSL\" \/><\/p>\n<p><\/center><\/p>\n<p>\nLe mot cl\u00e9 <tt>pr\u00e9cise<\/tt> semble avoir plus d&#8217;influence sur les optimisations faites par le compilteur GLSL de NVIDIA que celui d&#8217;AMD. Le mot cl\u00e9 <tt>pr\u00e9cise<\/tt> est-il pris en compte par le compilo GLSL d&#8217;AMD? Y&#8217;a-t-il des optimisations dans les calculs flottants avec les cartes Radeon (j&#8217;imagine que oui)? <\/p>\n<p>Maintenant je comprends pour NVIDIA insiste souvent, dans les presentations OpenGL 4, sur l&#8217;importance du mot cl\u00e9 precise avec les GeForce.<\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9,408,469],"tags":[31,18,480,479,166,473],"class_list":["post-709","post","type-post","status-publish","format-standard","hentry","category-opengl","category-pixel-hacking-2","category-tools-de-jegx","tag-bug","tag-glsl","tag-msi-kombustor","tag-precise","tag-shadow-mapping","tag-tessellation"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"Les GeForce tr\u00e8s Sensibles au keyword Precise en GLSL\" 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