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Screen-reading shaders, SSAO, SSR and depth of field cause artifacts on NVIDIA + Chromium-based browser (GLES3) #45532

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xtremezero opened this issue Jan 28, 2021 · 9 comments

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@xtremezero
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xtremezero commented Jan 28, 2021

Godot version:3.2.4.rc.1

OS/device including version:Linux 5.4.89-1-MANJARO x86_64 - GNU/Linux
GPU: GTX1070, Nvidia driver 460.32.03, GLES3
(CHROMIUM Browser) -edited

Issue description:
Very weird artifacts when running motion blur shader in HTML5

Errors in chromium :

GL_INVALID_OPERATION: It is undefined behaviour to have a used but unbound uniform buffer.

GL_INVALID_FRAMEBUFFER_OPERATION: Draw framebuffer is incomplete

GL_INVALID_OPERATION: Feedback loop formed between Framebuffer and active Texture. https://t.co/3qN23FMBzL

Screenshot from 2021-01-28 17-08-07
Screenshot from 2021-01-28 17-08-59

Steps to reproduce:

  • Run project with Motion Blur in HTML5 in any chromium based browser (edge, google chrome, chromium)

Minimal reproduction project:

DEPTH FAIL.zip

@akien-mga
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What browser did you test? Could you post screenshots of when it looks bad?

Tested locally on Mageia 8 with Firefox Nightly 87.0a1 (2021-01-27) and Chrome 88.0.4324.96 and it seems to work fine with the project.
Using OpenGL ES 3.0 Renderer: Mesa Intel(R) HD Graphics 630 (KBL GT2).

Chrome:
Screenshot_20210128_160617

Firefox:
Screenshot_20210128_160703

Native:
Screenshot_20210128_160731

Might be an issue with the browser, or with Nvidia drivers.

@xtremezero
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xtremezero commented Jan 28, 2021

oh actually it's a CHROMIUM issue ... I just checked on Firefox and it seems to work fine
so it's probably a browser support problem, idk if I can reproduce it in GoogleChrome, ill give it a test and confirm

Edit: reproducible on MS Edge and Google Chrome

@archerallstars
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archerallstars commented Feb 1, 2021

I can't reproduce this issue in Chrome version 88.0.4324.104 (Official Build) (64-bit) as shown in my screen recording below:

2021-02-01.16-24-50.mp4

I can't reproduce this issue in Edge version 88.0.705.56 (Official build) (64-bit) either as shown in my screen recording below:

2021-02-01.16-26-05.mp4

I'm on:

  • Windows 10 Home 64-bit, Version 20H2, OS build 19042.746
  • Intel® UHD Graphics 620, Version 27.20.100.9168

The reproduction project is exported on Godot 3.2.4 rc1.

@xtremezero
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I guess we need someone with Nvidia graphics card to test it on a Chromium based browser,
i tried it on windows and linux (Google Chrome, Chromium, and MS.EDGE) all have the same issue
---aside from that----
On my mobile Google chrome renders a black screen (but I think this is a limitation for mobile devices and GLES3

@Calinou
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Calinou commented Feb 2, 2021

OS: Fedora 33
GPU: GeForce GTX 1080 (NVIDIA proprietary driver 460.32.03)
Browser: Chromium 87 on the left, Firefox 84 on the right

I can confirm this on 3.2.4 beta:

image

Console output from Chromium:

image

Firefox doesn't output any errors or warnings.

Pre-exported MRP: StarWars.zip (make sure to host a local web server to access it)

@Calinou Calinou changed the title HTML5 : Motion blur causes huge artifacts in render HTML5 : Motion blur causes huge artifacts in render on NVIDIA + Chromium-based browser Feb 2, 2021
@akien-mga akien-mga added this to the 3.2 milestone Feb 2, 2021
@akien-mga akien-mga modified the milestones: 3.2, 3.3 Mar 17, 2021
@Calinou Calinou changed the title HTML5 : Motion blur causes huge artifacts in render on NVIDIA + Chromium-based browser Screen-reading shaders, SSAO and SSR cause artifacts on NVIDIA + Chromium-based browser Aug 25, 2021
@Calinou Calinou changed the title Screen-reading shaders, SSAO and SSR cause artifacts on NVIDIA + Chromium-based browser Screen-reading shaders, SSAO and SSR cause artifacts on NVIDIA + Chromium-based browser (GLES3) Aug 25, 2021
@MickeMakaron
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MickeMakaron commented Aug 25, 2021

Can reproduce with simple reproduction project: render-bug-reproduction.zip (3.3.3 regular HTML5 export, GLES3)

Seems to happen when SSAO and DOF far blur is enabled in the WorldEnvironment.

Windows 10
Chrome 92.0.4515.159
NVIDIA GeForce GTX 1060 3GB (driver version: 30.0.14.7168)
image

Windows 10
Chrome 92.0.4515.159
AMD Radeon(TM) RX 5600M Series (driver version: 27.20.11018.6002)
image

@Calinou Calinou changed the title Screen-reading shaders, SSAO and SSR cause artifacts on NVIDIA + Chromium-based browser (GLES3) Screen-reading shaders, SSAO, SSR and depth of field cause artifacts on NVIDIA + Chromium-based browser (GLES3) Aug 25, 2021
@akien-mga akien-mga modified the milestones: 3.3, 3.5 Oct 26, 2021
@xix-xeaon
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I can't reproduce this. Results like akien-mga. Godot v3.5.rc5.official [ae60597], Linux, Radeon RX 560 Series, Chrome Version 102.0.5005.115 (Official Build) (64-bit), Firefox 102.0 (64-bit). Only issue it's smooth on Firefox but like 1 FPS or less on Chrome. Also some issue with SSAO but I guess it's a separate issue.

@3top1a
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3top1a commented Oct 25, 2022

This also happens with DOF Near blur and DOF Far blur

@Calinou
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Calinou commented Oct 25, 2022

This also happens with DOF Near blur and DOF Far blur

This is already mentioned in the issue title ("depth of field") 🙂

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