On 09/22/2009 01:19 PM, Nicolai Hähnle wrote:
> I'm pretty confident that you can write a perfectly legal OpenGL application 
> that creates commands that take *minutes* to run on decent graphics cards. 
> Just produce a huge number of screen-sized primitives and use a very long 
> fragment program that samples from a huge, non-mipmapped texture in an 
> entirely non-locally-coherent way - and that doesn't even take GLSL loops 
> into 
> account!

I don't have any examples with me, but you could, as an admittedly
contrived possibility, take several hundred thousand verts, submit them
in immediate mode without VBOs, multitexture from all eight texture
samplers using 256x256x256 3D textures, use 4 4096x4096 render targets,
and 16x FSAA multisample the whole shebang. Should (barely) fit on a
512MB r500, and take at least half a minute to execute, probably more.

And as you said, GLSL can be used to write *very* long-running shaders.

Really, there's no solution to this that won't also lock out legitimate
uses, I fear.

~ C.

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