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Bug in driver (Android SGS 2 I9100)
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Bug in driver (Android SGS 2 I9100)
Laurent Mallet
over 12 years ago
Note: This was originally posted on 3rd June 2011 at
http://forums.arm.com
Hello,
I'm an Android dev and have bought the SGS 2 I9100 (GPU Mali 400). I have developed a tool called
GPUBench and tested on this device and found a bug which cause many artefact.
In shader, sin & cos are valid (or correct) between -6.14 and 6.14; when angle is important, result are
false.
I have created and apk which show the problem:
http://bit.ly/ikF3rz
And there is code source:
http://bit.ly/jb9H6c
How fix driver on Android ? Is it the work of ARM or Samsung ?
Thanks
twitter: ellis2323
mail: laurent.mallet at_ gmail.com
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Laurent Mallet
over 12 years ago
Note: This was originally posted on 3rd June 2011 at
http://forums.arm.com
Hello Doug,
You have the code source, change to mediump doesn't fix anything. Sin/Cos aren't correct after 3 round => time value is near from 19. I haven't seen any restriction for angle values.
What i'm trying todo is a simple rotozoom. It works on any mobile GPU but not the Mali400.
I have written a bench tool which is a port a
shadertoy
and it uses intensively sin and cos in value greater than 20...
You can try it:
gpubench
Many effects seems crappy on mali 400. if you add mod(angle, 6.29), the result is ok. So i'm sure that there is a problem which is not precision related.
My code has been tested on many mobile gpus:
- powervr 530/535 (iphone 3GS / iphone4 / ipad 1)
- powervr 540 (SGS / Galaxy Tab)
- powervr 543 (ipad2)
- andreno 200 (N1)
- andreno 205 (HTC Desire HD)
- Geforce ULP (Xoom, LG Optimus 2X...)
...
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Laurent Mallet
over 12 years ago
Note: This was originally posted on 3rd June 2011 at
http://forums.arm.com
Hello Doug,
You have the code source, change to mediump doesn't fix anything. Sin/Cos aren't correct after 3 round => time value is near from 19. I haven't seen any restriction for angle values.
What i'm trying todo is a simple rotozoom. It works on any mobile GPU but not the Mali400.
I have written a bench tool which is a port a
shadertoy
and it uses intensively sin and cos in value greater than 20...
You can try it:
gpubench
Many effects seems crappy on mali 400. if you add mod(angle, 6.29), the result is ok. So i'm sure that there is a problem which is not precision related.
My code has been tested on many mobile gpus:
- powervr 530/535 (iphone 3GS / iphone4 / ipad 1)
- powervr 540 (SGS / Galaxy Tab)
- powervr 543 (ipad2)
- andreno 200 (N1)
- andreno 205 (HTC Desire HD)
- Geforce ULP (Xoom, LG Optimus 2X...)
...
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