cancel
Showing results for 
Search instead for 
Did you mean: 

PC Drivers & Software

Potential driver issue: evaluations wrongly cached at workgroup level

Hey there, I'm currently facing an issue testing my code on a RadeonVII. My Adrenaline version is 22.5.2

toomuchvoltage_0-1657490430006.png

Basically, there are certain shader computations that are wrongly memoized/cached at workgroup level (8x8 pixel blocks). (The application uses a Vulkan 1.1 context.) The following shader snippet is used during runtime to check whether or not a certain combined 2D_ARRAY sampler has more than 1 layers. If so, it is considered a 'terrain texture'.

toomuchvoltage_1-1657490855698.png
For greater context, the combined sampler is fetched out of a variable count descriptor set (depending on an instance ID associated with a fragment):

toomuchvoltage_0-1657490929140.png

Please note that InstID is evaluated per fragment (this is all in a fragment shader -- attached at the bottom of the post):

toomuchvoltage_0-1657493101040.png

However, this value is seemingly only evaluated and cached per 8x8 block resulting in artifacts at runtime:

artifacts.png

This is the expected output (using a temporary workaround):

expected_full.png

I created a short-circuit in shader code to try and isolate the issue using the following snippet (outputs white for terrain, black for all else):

toomuchvoltage_0-1657491761929.png

The issue is visible more clearly. Here is the wrong output:

incorrect_bw.png

And here is the expected output (with a workaround):

correct_workaround.png
Please note that I hope to not rely on the workaround (which is to check if alpha on layer 1 is zero) as something very similar to this issue pops up in other passes that I have not covered in this post. It oddly seems pervasive.(EDIT: Fixed this separate issue via using nonuniformEXT() in all necessary places). Additionally, I do not see issues like this when testing the build on any of my nVidia cards (2080 Ti, 2060 OC or the 1050Ti).

I've uploaded the above test builds isolating the issue:

(Release build): http://www.toomuchvoltage.com/highomega_boolean_wgp_issue.zip
(Debug build): http://www.toomuchvoltage.com/highomega_boolean_wgp_issue_debugbin.zip
I'm also attaching the shader code creating the above for closer examination as well:
http://www.toomuchvoltage.com/gatherresolvesimple.frag

Your examination of this is highly appreciated.

With much thanks,
Baktash.

15 Replies
Chester1994
Challenger

I don´t have an answer for such complex issue, but I'm curious. What are you working on? A rendering engine? Is it a hobby or something for a company?

0 Likes

Game + engine. Please follow https://twitter.com/TooMuchVoltage for updates.

Going forward I would appreciate focus on the bug

In addition, I would like to post the other instance where such a caching issue seems to appear. This is basically from another pass that is supposed to combine irradiance caching with other values. I've once again short-circuited the shader to highlight the issue:

toomuchvoltage_0-1657496665324.png

Incorrect output (RadeonVII) (note the distant staircase artifacts highlighted in red):

unknown_2022.07.10-12.43_1_highlight.png

Expected output (rendered on a GTX 1050Ti):

noissue_1050Ti.png

I have not been able to fully isolate the origin of this artifact. However, the full shader code can be found here:
http://www.toomuchvoltage.com/modulate.frag
I can provide a separate build for this upon request.

Thanks again,
Baktash.

EDIT: This issue has been resolved. Explicitly sized sampler arrays were accessed without nonuniformEXT(). The original issue still persists however.

0 Likes

so i was clearly not just imagining things, pretty sure this is the exact same issue i was having

0 Likes

Interesting. I've seen that exact type of weird "edge aliasing" around the player weapon when playing The Cycle:Frontier. Usually when moving from light to dark (or vice versa) areas. Can't provide any precise reproduction method, but it's consistently something I notice while playing the game. MSI 6800XT, AMD Adrenalin v22.5.1.

0 Likes

on 22.5.1 with rx580 card these stairs were just a flat slope with some missaligned blurry textures on it, there is something seriously wrong with the radeon drivers

https://imgur.com/a/y5oKmZU

0 Likes

also there are a lot of posts about how the AMD driver just renders 3d things into a 2d texture on openGL

example:

https://forum.zdoom.org/viewtopic.php?f=50&t=75404

https://forum.zdoom.org/viewtopic.php?f=50&t=74843

this never got fixed either, maybe the same thing?

0 Likes

Hey everybody, as much as I appreciate the conversation I kindly ask that we wait for feedback from AMD.

A lot of the issues you're posting are -- I'm afraid -- unrelated. The issue I've posted is strictly in the fragment stage. A lot of what you're posting has in one way or another something to do with the vertex processing stage.

Kind regards,

Baktash.

EDIT: I'm not sure if this is the right place to post these. If not, please kindly direct me towards the right sub-community. Appreciated!

Hey everyone, I believe we now have a greater degree of certainty regarding this being a driver issue.

The Radeon GPU Analyzer produced this compiled shader code using a simplified version of the fragment shader provided.
https://shader-playground.timjones.io/ddb98c8f6a51b16e3cd89ea3fa8b6725

It is apparent that nonuniformEXT() is not taking effect on the textureSize() call thus resulting in undefined behavior on Radeon drivers.

More specifically:

toomuchvoltage_0-1657520877684.png

As can be witnessed from above, the image_get_resinfo instruction reads out of register v0 to determine image dimensions. However, v0 itself is loaded only from the first lane (which is possibly shared among the entire workgroup). Consulting the following article, it appears that nonuniformEXT() is simply not taking effect:

https://gpuopen.com/learn/porting-detroit-2/

0 Likes

You may do better posting on one of the 'Communities > Developers' forums.

That will exclude random/unrelated issues ?

 

My PC- Ryzen 5 5600x, B550 aorus pro ac, Hyper 212 black, 2 x 16gb F4-3600c16dgtzn kit, NM790 2TB, Nitro+RX6900XT, RM850, Win.10 Pro., LC27G55T.
0 Likes

(As far as I'm aware) posting in the OpenGL+Vulkan sub-forum requires explicit whitelisting.

I registered this account right before filing this report.

0 Likes

Yes to whitelisting, why, do you have a problem with that. Seems the sensible option to me if i was a Dev. with your card.

You have a much wider range of options with replies from other Dev. gurus ?

Just trying to possibly point you in the right direction. You can link this thread and they may move it to the appropriate section.

 

My PC- Ryzen 5 5600x, B550 aorus pro ac, Hyper 212 black, 2 x 16gb F4-3600c16dgtzn kit, NM790 2TB, Nitro+RX6900XT, RM850, Win.10 Pro., LC27G55T.
0 Likes

I'm not stating any objection to it. Just that my account is fairly new and they literally may not have gotten around to whitelisting me

0 Likes

Have you started a discussion https://community.amd.com/t5/newcomers-start-here/bd-p/newcomer-forum

I don't see one on your profile ?

 

My PC- Ryzen 5 5600x, B550 aorus pro ac, Hyper 212 black, 2 x 16gb F4-3600c16dgtzn kit, NM790 2TB, Nitro+RX6900XT, RM850, Win.10 Pro., LC27G55T.
0 Likes

Thanks for the link goodplay, I just made a post.

Cheers,

Baktash.

0 Likes