[Piglit] [PATCH] Add test case to verify large textures are handled correctly in mesa
Anuj Phogat
anuj.phogat at gmail.com
Mon Feb 27 16:08:21 PST 2012
On Mon, Feb 27, 2012 at 2:37 PM, Brian Paul <brianp at vmware.com> wrote:
> On 02/27/2012 03:02 PM, Anuj Phogat wrote:
>
>> On Mon, Feb 27, 2012 at 10:54 AM, Anuj Phogat <anuj.phogat at gmail.com
>> <mailto:anuj.phogat at gmail.com>**> wrote:
>>
>> On Mon, Feb 27, 2012 at 7:44 AM, Brian Paul <brianp at vmware.com
>> <mailto:brianp at vmware.com>> wrote:
>>
>> On 02/23/2012 08:27 PM, Anuj Phogat wrote:
>>
>> Intel driver throws GL_OUT_OF_MEMORY and assertion failure
>> / segmentation
>> fault 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=44970>
>> <https://bugs.freedesktop.org/**show_bug.cgi?id=44970<https://bugs.freedesktop.org/show_bug.cgi?id=44970>
>> >
>> https://bugs.freedesktop.org/_**_show_bug.cgi?id=46303<https://bugs.freedesktop.org/__show_bug.cgi?id=46303>
>>
>> <https://bugs.freedesktop.org/**show_bug.cgi?id=46303<https://bugs.freedesktop.org/show_bug.cgi?id=46303>
>> >
>>
>> Signed-off-by: Anuj Phogat<anuj.phogat at gmail.com
>> <mailto:anuj.phogat at gmail.com>**>
>>
>> ---
>> V3: Added the test using proxy textures, deleted redundant
>> code,
>> data array allocation based on size returned
>>
>> ToDo: getMaxTarget, getProxyTarget and isValidTexSize
>> functions can be added
>> as piglit utility functions in piglit-util-gl.c
>> I will do it in a separate patch.
>>
>> tests/all.tests | 1 +
>> tests/bugs/CMakeLists.gl.txt | 1 +
>> tests/bugs/large-textures.c | 352
>> ++++++++++++++++++++++++++++++**__++++++++++++
>>
>> 3 files changed, 354 insertions(+), 0 deletions(-)
>> create mode 100644 tests/bugs/large-textures.c
>>
>>
>>
>> diff --git a/tests/bugs/large-textures.c
>> b/tests/bugs/large-textures.c
>> new file mode 100644
>> index 0000000..c43f51e
>> --- /dev/null
>> +++ b/tests/bugs/large-textures.c
>> @@ -0,0 +1,352 @@
>>
>>
>> The test should be moved to test/texturing/. I think we
>> agreed to move away from the tests/bugs/ directory.
>>
>>
>>
>> [...]
>>
>>
>> +void piglit_init(int argc, char **argv)
>> +{
>> + GLuint tex;
>> + int i, j;
>> +
>> + 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++) {
>> +
>> + 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);
>> +
>> + for (j = 0; j<
>> ARRAY_SIZE(internalformat); j++) {
>> +
>> + if (internalformat[j] == GL_RGBA16F ||
>> + internalformat[j] == GL_RGBA32F)
>> +
>> piglit_require_extension("GL__**_ARB_texture_float");
>>
>>
>>
>> I think you should simply skip the float formats if
>> GL_ARB_texture_float is not supported (don't exit with SKIP
>> result).
>>
>> Yes. That's the right thing i should do.
>>
>>
>> I ran the test with NVIDIA's driver. Here's what it printed:
>>
>> GL_PROXY_TEXTURE_1D, Internal Format = GL_RGBA8, Largest
>> Texture Size = 16384
>> GL_PROXY_TEXTURE_1D, Internal Format = GL_RGBA16, Largest
>> Texture Size = 16384
>> GL_PROXY_TEXTURE_1D, Internal Format = GL_RGBA32F, Largest
>> Texture Size = 16384
>> GL_PROXY_TEXTURE_2D, Internal Format = GL_RGBA8, Largest
>> Texture Size = 16384
>> GL_PROXY_TEXTURE_2D, Internal Format = GL_RGBA16, Largest
>> Texture Size = 16384
>> GL_PROXY_TEXTURE_2D, Internal Format = GL_RGBA32F, Largest
>> Texture Size = 16384
>> GL_PROXY_TEXTURE_CUBE_MAP, Internal Format = GL_RGBA8, Largest
>> Texture Size = 16384
>> GL_PROXY_TEXTURE_CUBE_MAP, Internal Format = GL_RGBA16,
>> Largest Texture Size = 16384
>> GL_PROXY_TEXTURE_CUBE_MAP, Internal Format = GL_RGBA32F,
>> Largest Texture Size = 16384
>> GL_PROXY_TEXTURE_3D, Internal Format = GL_RGBA8, Largest
>> Texture Size = 2048
>> GL_PROXY_TEXTURE_3D, Internal Format = GL_RGBA16, Largest
>> Texture Size = 2048
>> GL_PROXY_TEXTURE_3D, Internal Format = GL_RGBA32F, Largest
>> Texture Size = 2048
>>
>> GL_TEXTURE_1D, Internal Format = GL_RGBA8, Largest Texture
>> Size = 16384
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> GL_TEXTURE_1D, Internal Format = GL_RGBA16, Largest Texture
>> Size = 16384
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> GL_TEXTURE_1D, Internal Format = GL_RGBA32F, Largest Texture
>> Size = 16384
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> GL_TEXTURE_2D, Internal Format = GL_RGBA8, Largest Texture
>> Size = 16384
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> GL_TEXTURE_2D, Internal Format = GL_RGBA16, Largest Texture
>> Size = 16384
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> GL_TEXTURE_2D, Internal Format = GL_RGBA32F, Largest Texture
>> Size = 16384
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> Unexpected GL error: GL_INVALID_VALUE 0x501
>> GL_TEXTURE_CUBE_MAP, Internal Format = GL_RGBA16, Largest
>> Texture Size = 16384
>> [I killed it here after 10+ minutes of runtime]
>>
>> I don't know what's causing the INVALID_VALUE error.
>>
>> GL_INVALID_VALUE error is thrown by the driver when we test with
>> textures larger than maximum supported size. So, this is an
>> expected error.
>>
>
> I haven't double-checked the code, but why are you testing a texture size
> that's larger than the advertised max size?
>
Just to verify that such a case is handled properly in mesa. There was a
bug relevant to this case:
https://bugs.freedesktop.org/show_bug.cgi?id=44970
If you suggest, this case can be moved to texture-border test i'm
developing currently.
> OK, I'm looking at the loop at line 186:
>
>
> for (side = maxSide - 100; side < maxSide + 2; side++) {
> switch (target) {
> case GL_TEXTURE_1D:
>
> I guess I don't understand why you're doing that. It seems to me you just
> have to query the max texture size (both via glGetIntegerv() and the proxy
> test) then try to create a texture of that size. Testing 102 other size
> variations isn't necessary.
I originally put that loop starting from maxSide/2 to detect the texture
size where driver segfaults or starts throwing GL_OUT_OF_MEMORY. But that
makes it a huge loop and i was anyway not able to conclude on a specific
texture size which causes segfault. So, now it makes sense to remove this
loop.
>
> Another expected error is GL_OUT_OF_MEMORY when driver is unable
>> to map a previously created large texture in glSubTexImage1D/2D/3D.
>> I will include both these errors as expected errors and put a
>> comment about it.
>>
>> The test runs _extremely_ slowly. It looks like the driver is
>> allocating some really large image buffers so we're falling
>> back to virtual memory. I don't know a way around this. On
>> one hand, it's good to test this, but nobody wants to wait 10+
>> minutes for the outcome.
>>
>> The purpose of this test case is to make sure that driver doesn't
>> segfault with large textures and throws relevant errors in case
>> it is unable to allocate memory or map large textures. I am able
>> to identify few issues in intel driver using this test case. If
>> nVidia driver takes a long time to run the test, there's a
>> possibility that they are not handling such cases properly. May be
>> they should return GL_OUT_OF_MEMORY in that case.
>> or we can comment out GL_RGBA16 and GL_RGBA32F and put a comment
>> informing users about the time test takes with those formats.
>>
>
> Let's try taking out the 102-iteration loop and see what happens.
I'll send out an updated patch. Thanks for testing on NVIDIA.
>
> I noticed below listed comment in tests/texturing/tex3d-maxsize.**c
>> which might explain the issue you are seeing on nvidia driver:
>> [...]
>> /* use proxy texture to find working max texture size */
>> find_max_tex3d_size(maxsize, &width, &height, &depth);
>> #ifdef NVIDIA_HACK
>> /* XXX NVIDIA's proxy texture mechanism is broken.
>> * If this code is enabled, a smaller texture is used and
>> * the test passes. Only halving the texture size
>> isn't enough:
>> * we try to allocate a gigantic texture which
>> typically brings
>> * the machine to its knees, swapping, then dying.
>> */
>> width /= 4;
>> height /= 4;
>> depth /= 4;
>> #endif
>> [...]
>>
>>
> I wish I'd have noted which version of NVIDIA driver that was. I don't
> see any problem with driver 280.13 so we could probably remove that code
> (it's disabled anyway).
>
> -Brian
>
>
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