[Piglit] [PATCH] max-texture-size: test non-proxy targets with max size from proxy test
Brian Paul
brianp at vmware.com
Tue Feb 11 16:59:26 CET 2014
On 02/10/2014 07:49 PM, Ian Romanick wrote:
> On 02/07/2014 03:34 PM, Brian Paul wrote:
>> Save the max texture size found with the proxy targets. Then use
>> that max size when we test the regular/non-proxy targets with
>> glTexImage and glTexSubImage().
>>
>> The whole point of proxy textures is to be able to probe the maximum
>> texture size. So let's use that size when we try the real textures.
>> That's what an application would typically do.
>>
>> As it was, most of the GL_TEXTURE_3D tests were returning 'skip'
>> results because we couldn't allocate a 2048^3 or 1024^3 texture.
>> Now we should get pass/fail/crash when we try creating an N^3
>> texture when OpenGL told us that N should work.
>
> Which hardware, if any, have you tried this on? Any closed source drivers?
Yes, NVIDIA's driver. The test behaves the same way before and after
this change. NVIDIA's proxy texture tests always pass for the max
advertised texture size. Ex: it happily says a 2048^3 x RGBA32F 3D
texture is doable. But then our call to calloc() fails the test just
reports 'skip'.
But I've also found that this test (NVIDIA) is sensitive to whatever
else might be running. In my first run I also had several VMs running
on my system (using a fair amount of RAM and VRAM) and max-texture-size
hung my system when it was testing a 16384 RGBA32F cube map.
I'm curious what AMD's driver does.
-Brian
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