[Piglit] [patch] tex3d-maxsize.c

Marek Olšák maraeo at gmail.com
Wed Nov 24 11:44:43 PST 2010


I see. Feel free to commit then.

Marek

On Wed, Nov 24, 2010 at 8:24 PM, Brian Paul <brianp at vmware.com> wrote:

> Do you mean an out of memory check after we start rendering?  That's when
> state validation would happen and we might get a late out of memory error.
>
> Feel free to add a follow-up patch for that.
>
> -Brian
>
>
>
> On 11/24/2010 12:18 PM, Marek Olšák wrote:
>
>> Looks good, though the OUT_OF_MEMORY check should probably stay in my
>> opinion, as it's a valid GL error that can be expected in this case,
>> isn't it? Texture allocations may still fail in DRM and if that happens,
>> NULL is returned in pipe_screen::resource_create (r300g).
>>
>> Marek
>>
>> On Wed, Nov 24, 2010 at 7:55 PM, Brian Paul <brianp at vmware.com
>> <mailto:brianp at vmware.com>> wrote:
>>
>>
>>    Here's a patch for the new tex3d-maxsize test. The test now uses a
>>    proxy texture to find the largest working texture size and uses that
>>    to render something.
>>
>>    Before if we couldn't create a 3D texture of GL_MAX_3D_TEXTURE_SIZE
>>    ^ 3 we just gave up.
>>
>>    -Brian
>>
>>
>>
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>>
>>
>>
>
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