[Piglit] [PATCH] Add test case to verify large textures are handled correctly

Brian Paul brian.e.paul at gmail.com
Wed Feb 22 13:54:36 PST 2012


On Wed, Feb 22, 2012 at 3:45 PM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
> Driver throws assertion failure or segfaults with large textures.
>
> Reproduces the errors reported in:
> https://bugs.freedesktop.org/show_bug.cgi?id=44970
> https://bugs.freedesktop.org/show_bug.cgi?id=46303
>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
> Please ignore previous patch sent on this thread.
> V2: This version adds other texture targets and texture data types
>    Changed the name of test case
>
>  tests/all.tests              |    1 +
>  tests/bugs/CMakeLists.gl.txt |    1 +
>  tests/bugs/large-textures.c  |  224 ++++++++++++++++++++++++++++++++++++++++++
>  3 files changed, 226 insertions(+), 0 deletions(-)
>  create mode 100644 tests/bugs/large-textures.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index e4d56b8..d006e9a 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -569,6 +569,7 @@ add_plain_test(bugs, 'fdo24066')
>  add_plain_test(bugs, 'fdo25614-genmipmap')
>  add_plain_test(bugs, 'fdo28551')
>  add_plain_test(bugs, 'fdo31934')
> +add_plain_test(bugs, 'large-textures')
>  add_plain_test(bugs, 'point-sprite')
>  add_plain_test(bugs, 'r300-readcache')
>  add_plain_test(bugs, 'tex1d-2dborder')
> diff --git a/tests/bugs/CMakeLists.gl.txt b/tests/bugs/CMakeLists.gl.txt
> index 5c1864e..8cdd4d0 100644
> --- a/tests/bugs/CMakeLists.gl.txt
> +++ b/tests/bugs/CMakeLists.gl.txt
> @@ -32,6 +32,7 @@ add_executable (fdo24066 fdo24066.c)
>  add_executable (fdo25614-genmipmap fdo25614-genmipmap.c)
>  add_executable (fdo28551 fdo28551.c)
>  add_executable (fdo31934 fdo31934.c)
> +add_executable (large-textures large-textures.c)
>  add_executable (tri-tex-crash tri-tex-crash.c)
>  add_executable (vbo-buffer-unmap vbo-buffer-unmap.c)
>
> diff --git a/tests/bugs/large-textures.c b/tests/bugs/large-textures.c
> new file mode 100644
> index 0000000..8d5751f
> --- /dev/null
> +++ b/tests/bugs/large-textures.c
> @@ -0,0 +1,224 @@
> +/* Copyright © 2012 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person obtaining a
> + * copy of this software and associated documentation files (the "Software"),
> + * to deal in the Software without restriction, including without limitation
> + * the rights to use, copy, modify, merge, publish, distribute, sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom the
> + * Software is furnished to do so, subject to the following conditions:
> + *
> + * The above copyright notice and this permission notice (including the next
> + * paragraph) shall be included in all copies or substantial portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
> + * IN THE SOFTWARE.
> + */
> +
> +/**
> + * \file large-textures.c
> + * Verify that large textures are handled correctly in mesa driver
> + *
> + * This test works by calling glTexImage2D/3D and glTexSubImage2D/3D functions
> + * with different texture targets. Each texture target is tested with texture
> + * sizes up to the maximum supported texture size. All the calls to
> + * glTexImage2D() and glTexSubImage2D() should ensure no segmentation faults/
> + * assertion failures in mesa driver.
> + *
> + * This test case reproduces the errors reported in:
> + * https://bugs.freedesktop.org/show_bug.cgi?id=44970
> + * https://bugs.freedesktop.org/show_bug.cgi?id=46303
> + *
> + * \Author Anuj Phogat <anuj.phogat at gmail.com>
> + */
> +
> +#include "piglit-util.h"
> +#define MAX_2D_TEXTURE 8192
> +#define COLOR_COMPONENTS 4
> +
> +int piglit_width = 100, piglit_height = 100;
> +int piglit_window_mode = GLUT_RGBA | GLUT_DOUBLE;
> +
> +char *target_string[] = {
> +       "GL_TEXTURE_1D",
> +       "GL_TEXTURE_2D",
> +       "GL_TEXTURE_CUBE_MAP",
> +       "GL_TEXTURE_3D",
> +       };
> +
> +char *format_string[] = {
> +       "GL_RGBA8",
> +       "GL_RGBA16",
> +       "GL_RGBA32F",
> +       };

You shouldn't need lists of strings like that since we have
piglit_get_gl_enum_name().


> +GLenum target[] = {
> +       GL_TEXTURE_1D,
> +       GL_TEXTURE_2D,
> +       GL_TEXTURE_CUBE_MAP,
> +       GL_TEXTURE_3D,
> +       };
> +
> +GLenum internalformat[] = {
> +       //GL_RGBA8,
> +       //GL_RGBA16,

Are those formats commented out for a reason?


> +       GL_RGBA32F,

If you're going to test a floating point format, you should check if
GL_ARB_texture_float is supported.


> +       };
> +
> +
> +GLenum maxTargetEnum(GLenum target)
> +{
> +       switch(target) {
> +       case GL_TEXTURE_1D:
> +       case GL_TEXTURE_2D:
> +               return GL_MAX_TEXTURE_SIZE;
> +       case GL_TEXTURE_3D:
> +               return GL_MAX_3D_TEXTURE_SIZE;
> +       case GL_TEXTURE_CUBE_MAP_ARB:
> +               return GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB;
> +       case GL_TEXTURE_RECTANGLE:
> +               return GL_MAX_RECTANGLE_TEXTURE_SIZE;
> +       case GL_RENDERBUFFER_EXT:
> +               return GL_MAX_RENDERBUFFER_SIZE_EXT;
> +       default:
> +               printf ("Invalid texture target used");
> +               return 0;
> +       }
> +}
> +
> +void piglit_init(int argc, char **argv)
> +{
> +       GLuint tex;
> +       GLint maxSide;
> +       int i, j, k, side;
> +       const uint64_t nPixels = (uint64_t)(MAX_2D_TEXTURE + 3) *
> +                                (uint64_t)(MAX_2D_TEXTURE + 3);
> +       /* Allocate the data array for maximum texture size used in this test
> +        * and initialize to zero
> +        */
> +       GLfloat *pixels = (GLfloat *) calloc(nPixels * COLOR_COMPONENTS,
> +                                            sizeof(float));

I think you should allocate 'pixels' according to the max texture size
you get below.  Suppose GL returns a max size of 16384 (which is
greater than MAX_2D_TEXTURE).  I think you might out of bounds below.


> +       if ( pixels == NULL) {
> +               printf("\nUnable to allocate texture data array");
> +               piglit_report_result(PIGLIT_SKIP);
> +               return;
> +       }
> +
> +       glMatrixMode(GL_PROJECTION);
> +       glPushMatrix();
> +       glLoadIdentity();
> +       glOrtho(0, piglit_width, 0, piglit_height, -1, 1);
> +       glMatrixMode(GL_MODELVIEW);
> +       glPushMatrix();
> +       glLoadIdentity();
> +       glClearColor(0.2, 0.2, 0.2, 1.0);
> +       glClear(GL_COLOR_BUFFER_BIT);
> +
> +       for ( i = 0; i < ARRAY_SIZE(target); i++) {
> +               /* Query the maximum supported texture size */
> +               glGetIntegerv(maxTargetEnum(target[i]), &maxSide);
> +               printf("\n%s, Maximum allowable texture size = %d\n",
> +                      target_string[i], maxSide);

You should probably try using a proxy texture to find the max
supported texture size for each internal format.  Querying
GL_MAX_TEXTURE_SIZE doesn't always give the whole  story.  For
example, a texel may be 1 (A8) or 16 bytes (RGBA float).  There may
enough be memory for a 16Kx16K texture of the 1-byte format but not
the 16-byte format.

Maybe you should do two tests: one that just uses the MAX_TEXTURE_SIZE
value as-is and another that uses a proxy texture to find the max size
for a particular format.  In both cases, we don't want crashes or
failed assertions.


> +               glGenTextures(1, &tex);
> +               glBindTexture(target[i], tex);
> +               glTexParameteri(target[i], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> +               glTexParameteri(target[i], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> +               glTexParameteri(target[i], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> +               glTexParameteri(target[i], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

Is there a reason to set the texture wrap state?


> +               for (j = 0; j < ARRAY_SIZE(internalformat); j++) {
> +                       for ( side = maxSide/2; side < maxSide + 2; side++) {
> +                               switch (target[i]) {
> +                               case GL_TEXTURE_1D:
> +                                       glTexImage1D(target[i], 0,
> +                                                    internalformat[j],
> +                                                    side, 0,
> +                                                    GL_RGBA, GL_FLOAT, NULL);
> +                                       glTexSubImage1D(target[i], 0, 0,
> +                                                       side/2, GL_RGBA,
> +                                                       GL_FLOAT, pixels);
> +                                       break;
> +
> +                               case GL_TEXTURE_2D:
> +                                       glTexImage2D(target[i], 0,
> +                                                    internalformat[j],
> +                                                    side, side, 0,
> +                                                    GL_RGBA, GL_FLOAT, NULL);
> +                                       glTexSubImage2D(target[i], 0, 0, 0,
> +                                                       side/2, side/2,
> +                                                       GL_RGBA, GL_FLOAT, pixels);
> +                               break;
> +
> +                               case GL_TEXTURE_3D:
> +
> +                                       glTexParameteri(target[i],
> +                                                       GL_TEXTURE_WRAP_R,
> +                                                       GL_CLAMP_TO_EDGE);
> +                                       glTexImage3D(target[i], 0,
> +                                                    internalformat[j],
> +                                                    side, side,
> +                                                    side, 0, GL_RGBA,
> +                                                    GL_FLOAT, NULL);
> +
> +                                       glTexSubImage3D(target[i], 0, 0, 0, 0,
> +                                                       side/2, side/2, side/2,
> +                                                       GL_RGBA, GL_FLOAT, pixels);
> +                                       break;
> +
> +                               case GL_TEXTURE_CUBE_MAP_ARB:
> +                                       for (k = 0; k < 6; k++) {
> +                                               glTexImage2D(
> +                                               GL_TEXTURE_CUBE_MAP_POSITIVE_X + k,
> +                                               0, internalformat[j],
> +                                               side, side, 0,
> +                                               GL_RGBA, GL_FLOAT, NULL);
> +                                       }
> +                                       for (k = 0; k < 6; k++) {
> +                                               glTexSubImage2D(
> +                                               GL_TEXTURE_CUBE_MAP_POSITIVE_X + k,
> +                                               0, 0, 0,
> +                                               side/2, side/2,
> +                                               GL_RGBA, GL_FLOAT, pixels);
> +                                               if (glGetError() != GL_NO_ERROR)
> +                                               {
> +                                                  printf("GL Error1: while"
> +                                                         " testing %s, texture"
> +                                                         " size = %d, internal"
> +                                                         " format = %s\n",
> +                                                         target_string[i], side,
> +                                                         format_string[j]);
> +                                                  piglit_reset_gl_error();
> +                                               }
> +                                       }
> +                                       break;
> +                               }
> +                               if (glGetError() != GL_NO_ERROR)
> +                               {
> +                                  printf("GL Error2: while testing %s, texture"
> +                                         " size = %d, internal format = %s\n",
> +                                         target_string[i], side,
> +                                         format_string[j]);

It would be good to query for an error both after glTexImage() and
glTexSubImage() to know more precisely which function might be
failing.

> +                                  piglit_reset_gl_error();
> +                                  /* skip larger texture sizes for this texture
> +                                   * target
> +                                   */
> +                                  //break;
> +                               }
> +                       }
> +               }
> +               glDeleteTextures(1, &tex);
> +       }
> +       /* If execution reaches this point, return PIGLIT_PASS */
> +       piglit_report_result(PIGLIT_PASS);
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +       return PIGLIT_FAIL;
> +}
> --
> 1.7.7.6
>
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