[Piglit] [PATCH 2/2] texturing/s3rc-errors: double check GL_TEXTURE parameters and alloc
Daniel Kurtz
djkurtz at chromium.org
Wed Feb 5 22:30:45 PST 2014
If the GL does not actually support one of the compression
formats in s3tc_formats, it may silently choose a different actual
internalformat.
In such a case, the resulting compressed image size may be larger,
leading to memory corruption when the bigger-than-expected image is read back
with glGetCompressedTexImage() into a buffer that was allocated to the
expected, smaller, size.
Instead, first confirm the texture has really been compressed, that the
format is as expected, and that the size matches our pre-computed expected
size. If any of these fail, set pass to false and spit an error, but
keep going, using the actual format and size returned by the GL.
Signed-off-by: Daniel Kurtz <djkurtz at chromium.org>
---
tests/texturing/s3tc-errors.c | 42 ++++++++++++++++++++++++++++++++++++++----
1 file changed, 38 insertions(+), 4 deletions(-)
diff --git a/tests/texturing/s3tc-errors.c b/tests/texturing/s3tc-errors.c
index 710625c..bfe8053 100644
--- a/tests/texturing/s3tc-errors.c
+++ b/tests/texturing/s3tc-errors.c
@@ -125,14 +125,17 @@ check_gl_error2_(GLenum err1, GLenum err2, int line)
static bool
-test_format(int width, int height, GLfloat *image, GLenum format)
+test_format(int width, int height, GLfloat *image, GLenum requested_format)
{
- GLubyte *compressed_image =
- malloc(piglit_compressed_image_size(format, width, height));
+ GLubyte *compressed_image;
GLenum format2;
int x, y, w, h;
GLuint tex;
bool pass = true;
+ GLuint expected_size;
+ bool is_compressed;
+ GLuint compressed_size;
+ GLenum format;
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
@@ -143,12 +146,43 @@ test_format(int width, int height, GLfloat *image, GLenum format)
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
+ glTexImage2D(GL_TEXTURE_2D, 0, requested_format, width, height, 0,
GL_RGBA, GL_FLOAT, image);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
pass = check_rendering(width, height) && pass;
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED,
+ &is_compressed);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT,
+ &format);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
+ GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &compressed_size);
+
+ pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+ if (!is_compressed)
+ printf("Image was not compressed\n");
+ pass = is_compressed && pass;
+
+ if (format != requested_format)
+ printf("Internal Format mismatch. Found: 0x%04x Expected: 0x%04x\n",
+ format, requested_format);
+ pass = (format == requested_format) && pass;
+
+ expected_size = piglit_compressed_image_size(requested_format, width,
+ height);
+
+ if (compressed_size != expected_size)
+ printf("Compressed image size mismatch. Found: %u Expected: %u\n",
+ compressed_size, expected_size);
+ pass = (compressed_size == expected_size) && pass;
+
+ /* Use GL_TEXTURE_COMPRESSED_IMAGE_SIZE even if it wasn't what we
+ * expected to avoid corruption due to under-allocated buffer.
+ */
+ compressed_image = malloc(compressed_size);
+
/* Read back the compressed image data */
glGetCompressedTexImage(GL_TEXTURE_2D, 0, compressed_image);
--
1.8.5.3
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