[Piglit] [PATCHv2 10/23] arb_shader_image_load_store: Import host memory barrier tests.

Jordan Justen jordan.l.justen at intel.com
Tue Feb 3 08:36:09 PST 2015


8-10 and 21 Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>

These are some challenging tests to review, but they seem very
thorough.

For the rest, I think you should proceed with your plan and commit
them without an r-b.

-Jordan

On 2015-01-31 07:41:32, Francisco Jerez wrote:
> Add tests for the glMemoryBarrier() API which provides a way to
> serialize shader memory transactions issued by previous drawing
> commands with respect to subsequent GL commands.
> 
> v2: Skip indirect draw and transform feedback tests when the
>     extensions they rely on are not supported.
> ---
>  tests/all.py                                       |    1 +
>  tests/quick.py                                     |    1 +
>  .../arb_shader_image_load_store/CMakeLists.gl.txt  |    1 +
>  .../arb_shader_image_load_store/host-mem-barrier.c | 1063 ++++++++++++++++++++
>  4 files changed, 1066 insertions(+)
>  create mode 100644 tests/spec/arb_shader_image_load_store/host-mem-barrier.c
> 
> diff --git a/tests/all.py b/tests/all.py
> index 0e8101f..041bac8 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -4431,6 +4431,7 @@ arb_shader_image_load_store['bitcast'] = PiglitGLTest('arb_shader_image_load_sto
>  arb_shader_image_load_store['coherency'] = PiglitGLTest('arb_shader_image_load_store-coherency', run_concurrent=True)
>  arb_shader_image_load_store['dead-fragments'] = PiglitGLTest('arb_shader_image_load_store-dead-fragments', run_concurrent=True)
>  arb_shader_image_load_store['early-z'] = PiglitGLTest('arb_shader_image_load_store-early-z', run_concurrent=True)
> +arb_shader_image_load_store['host-mem-barrier'] = PiglitGLTest('arb_shader_image_load_store-host-mem-barrier', run_concurrent=True)
>  
>  profile.tests['hiz'] = hiz
>  profile.tests['fast_color_clear'] = fast_color_clear
> diff --git a/tests/quick.py b/tests/quick.py
> index 2f0d690..72b3b19 100644
> --- a/tests/quick.py
> +++ b/tests/quick.py
> @@ -14,3 +14,4 @@ del profile.tests['shaders']['glsl-vs-inline-explosion']
>  del profile.tests['shaders']['glsl-vs-unroll-explosion']
>  
>  profile.tests['spec']['ARB_shader_image_load_store']['coherency'].command += ["--quick"]
> +profile.tests['spec']['ARB_shader_image_load_store']['host-mem-barrier'].command += ["--quick"]
> diff --git a/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt b/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
> index 874afac..814a585 100644
> --- a/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
> +++ b/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
> @@ -17,5 +17,6 @@ piglit_add_executable(arb_shader_image_load_store-bitcast bitcast.c ${depends})
>  piglit_add_executable(arb_shader_image_load_store-coherency coherency.c ${depends})
>  piglit_add_executable(arb_shader_image_load_store-dead-fragments dead-fragments.c ${depends})
>  piglit_add_executable(arb_shader_image_load_store-early-z early-z.c ${depends})
> +piglit_add_executable(arb_shader_image_load_store-host-mem-barrier host-mem-barrier.c ${depends})
>  
>  # vim: ft=cmake:
> diff --git a/tests/spec/arb_shader_image_load_store/host-mem-barrier.c b/tests/spec/arb_shader_image_load_store/host-mem-barrier.c
> new file mode 100644
> index 0000000..ee0d650
> --- /dev/null
> +++ b/tests/spec/arb_shader_image_load_store/host-mem-barrier.c
> @@ -0,0 +1,1063 @@
> +/*
> + * Copyright (C) 2014 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 host-mem-barrier.c
> + *
> + * Unlike other GL API objects, images are not implicitly synchronized
> + * with subsequent GL operations.  The glMemoryBarrier() API is provided
> + * to serialize shader memory transactions issued by previous drawing
> + * commands with respect to a given set of subsequent GL commands
> + * specified as a bit set.
> + *
> + * This test should cause several kinds of data hazard situations
> + * deliberately (RaW, WaR, WaW) between image loads and stores and other
> + * parts of the pipeline including vertex, element and indirect command
> + * fetch, shader uniform buffer, image and atomic counter access, texture
> + * sampling, pixel transfer operations, texture and buffer update
> + * commands, framebuffer writes and reads and transform feedback output.
> + *
> + * The test is repeated for different execution sizes to account for
> + * implementations with varying levels of parallelism and with caches
> + * of different sizes.  Unless running in "quick" mode a series of
> + * control tests is executed which inhibits all glMemoryBarrier()
> + * calls in order to make sure that the test is leading to data
> + * hazards, since otherwise the main test is not meaningful.  The
> + * control test always passes as it is expected to misrender.
> + */
> +
> +#include "common.h"
> +
> +/** Maximum image width. */
> +#define L 64
> +
> +/** Maximum number of pixels. */
> +#define N (L * L)
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +config.supports_gl_core_version = 32;
> +
> +config.window_width = L;
> +config.window_height = L;
> +config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static char *
> +common_hunk(const struct image_info img)
> +{
> +        return concat(hunk("#extension GL_ARB_shader_atomic_counters : enable\n"),
> +                      image_hunk(img, ""),
> +                      hunk("#define RED DATA_T(1, 0, 0, 1)\n"
> +                           "#define GREEN DATA_T(0, 1, 0, 1)\n"
> +                           "\n"
> +                           "uniform IMAGE_T src_img;\n"
> +                           "uniform IMAGE_T dst_img;\n"
> +                           "uniform int pass;\n"), NULL);
> +}
> +
> +struct image_barrier_info {
> +        /** Test name. */
> +        const char *name;
> +
> +        /** Invoke a memory barrier affecting the specified units. */
> +        bool (*run_barrier)(GLbitfield barriers);
> +
> +        /** Informative "control" test with no barriers whose result
> +         * is ignored. */
> +        bool control_test;
> +};
> +
> +static bool
> +run_barrier_none(GLbitfield barriers)
> +{
> +        return true;
> +}
> +
> +static bool
> +run_barrier_one(GLbitfield barriers)
> +{
> +        glMemoryBarrier(barriers);
> +        return piglit_check_gl_error(GL_NO_ERROR);
> +}
> +
> +static bool
> +run_barrier_full(GLbitfield barriers)
> +{
> +        glMemoryBarrier(GL_ALL_BARRIER_BITS);
> +        return piglit_check_gl_error(GL_NO_ERROR);
> +}
> +
> +const struct image_barrier_info image_barriers[] = {
> +        { "control", run_barrier_none, true },
> +        { "one bit", run_barrier_one, false },
> +        { "full", run_barrier_full, false },
> +        { 0 }
> +};
> +
> +static bool
> +check_fb_green(const struct grid_info grid)
> +{
> +        uint32_t pixels[N][4];
> +
> +        return download_result(grid, pixels[0]) &&
> +                check_pixels(image_info_for_grid(grid),
> +                             pixels[0], 0, 1, 0, 1);
> +}
> +
> +static bool
> +check_img_green(const struct image_info img)
> +{
> +        uint32_t pixels[N][4];
> +
> +        return download_image(img, 1, pixels[0]) &&
> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
> +}
> +
> +static bool
> +init_common(const struct grid_info grid, const struct image_info img,
> +            GLuint prog)
> +{
> +        uint32_t pixels[N][4];
> +
> +        if (!init_pixels(img, pixels[0], 0, 1, 0, 1) ||
> +            !upload_image(img, 0, pixels[0]) ||
> +            !init_pixels(img, pixels[0], 66, 66, 66, 66) ||
> +            !upload_image(img, 1, pixels[0]))
> +                return false;
> +
> +        set_uniform_int(prog, "src_img", 0);
> +        set_uniform_int(prog, "dst_img", 1);
> +        set_uniform_int(prog, "pass", 0);
> +
> +        return init_fb(grid);
> +}
> +
> +static bool
> +run_test_vertex_array_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_VERTEX_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
> +        static GLuint vao, vbo;
> +        GLuint prog = generate_program(
> +                grid, GL_VERTEX_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("in vec4 piglit_texcoord;\n"
> +                            "\n"
> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return piglit_texcoord;\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "                return x;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog) &&
> +                generate_grid_arrays(&vao, &vbo,
> +                                     1.0 / l - 1.0, 1.0 / l - 1.0,
> +                                     2.0 / l, 2.0 / l, l, l);
> +
> +        /* Bind the image as texcoord vbo simultaneously. */
> +        glBindBuffer(GL_ARRAY_BUFFER, get_buffer(1));
> +        glVertexAttribPointer(PIGLIT_ATTRIB_TEX, 4, GL_FLOAT, GL_FALSE,
> +                               0, 0);
> +        glEnableVertexAttribArray(PIGLIT_ATTRIB_TEX);
> +
> +        /* First pass: render green to the vbo. */
> +        glDrawArrays(GL_POINTS, 0, l * l);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
> +
> +        /* Second pass: check that the texcoords are all green
> +         * (read-after-write). */
> +        set_uniform_int(prog, "pass", 1);
> +        glDrawArrays(GL_POINTS, 0, l * l);
> +
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_fb_green(grid);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_element_array_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_R32UI, l, l);
> +        static GLuint vao, vbo;
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return GRID_T(GREEN);\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx),"
> +                            "                           DATA_T(IMAGE_ADDR(idx)));\n"
> +                            "                return x;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog) &&
> +                generate_grid_arrays(&vao, &vbo,
> +                                     1.0 / l - 1.0, 1.0 / l - 1.0,
> +                                     2.0 / l, 2.0 / l, l, l);
> +
> +        /* Bind the image as element buffer simultaneously. */
> +        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, get_buffer(1));
> +
> +        /* First pass: write sequential indices to the element buffer. */
> +        glDrawArrays(GL_POINTS, 0, l * l);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_ELEMENT_ARRAY_BARRIER_BIT);
> +
> +        /* Second pass: render the generated element buffer
> +         * (read-after-write). */
> +        set_uniform_int(prog, "pass", 1);
> +        glDrawElements(GL_POINTS, l * l, GL_UNSIGNED_INT, 0);
> +
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_fb_green(grid);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_ubo_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("layout(std140) uniform u {\n"
> +                            "        vec4 xs[N];\n"
> +                            "};\n"
> +                            "\n"
> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return xs[IMAGE_ADDR(idx)];\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "                return x;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +
> +        /* Bind the image as uniform buffer simultaneously. */
> +        glBindBufferBase(GL_UNIFORM_BUFFER, 0, get_buffer(1));
> +
> +        /* First pass: render green to the uniform buffer. */
> +        ret &= draw_grid(grid, prog) &&
> +
> +                /* Barrier. */
> +                bar->run_barrier(GL_UNIFORM_BARRIER_BIT) &&
> +
> +                /* Second pass: check that the uniforms are all green
> +                 * (read-after-write). */
> +                set_uniform_int(prog, "pass", 1) &&
> +                draw_grid(grid, prog) &&
> +                check_fb_green(grid);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_tex_fetch_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("uniform sampler2D tex;\n"
> +                            "\n"
> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return texelFetch(tex, idx, 0);\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "                return x;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +
> +        /* Bind the image as texture simultaneously. */
> +        glActiveTexture(GL_TEXTURE0);
> +        glBindTexture(GL_TEXTURE_2D, get_texture(1));
> +        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> +        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> +
> +        /* First pass: render green to the uniform buffer. */
> +        ret &= draw_grid(grid, prog) &&
> +
> +                /* Barrier. */
> +                bar->run_barrier(GL_TEXTURE_FETCH_BARRIER_BIT) &&
> +                set_uniform_int(prog, "pass", 1) &&
> +
> +                /* Second pass: check that the texture is green
> +                 * (read-after-write). */
> +                draw_grid(grid, prog) &&
> +                check_fb_green(grid);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_image_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return imageLoad(dst_img, IMAGE_ADDR(idx));\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "                return x;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog) &&
> +
> +                /* First pass: render green to the image. */
> +                draw_grid(grid, prog) &&
> +
> +                /* Barrier. */
> +                bar->run_barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) &&
> +
> +                /* Second pass: check that the image is green
> +                 * (read-after-write). */
> +                set_uniform_int(prog, "pass", 1) &&
> +                draw_grid(grid, prog) &&
> +                check_fb_green(grid);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_image_war(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                imageStore(src_img, IMAGE_ADDR(idx), RED);\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx),"
> +                            "                           imageLoad(src_img, IMAGE_ADDR(idx)));\n"
> +                            "        }\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog) &&
> +
> +                /* First pass: read back the source image. */
> +                draw_grid(grid, prog) &&
> +
> +                /* Barrier. */
> +                bar->run_barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) &&
> +
> +                /* Second pass: render red to the source image
> +                 * (write-after-read). */
> +                set_uniform_int(prog, "pass", 1) &&
> +                draw_grid(grid, prog) &&
> +
> +                /* Check that the read-back results from the first
> +                 * pass are green. */
> +                check_img_green(img);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_indirect_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_VERTEX_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32UI, l, l);
> +        static GLuint vao, vbo;
> +        GLuint prog = generate_program(
> +                grid, GL_VERTEX_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return GRID_T(gl_InstanceID == 2 ? GREEN : RED);\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx),"
> +                            "                           DATA_T(1, 3, IMAGE_ADDR(idx), 0));\n"
> +                            "                return x;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog) &&
> +                generate_grid_arrays(&vao, &vbo,
> +                                     1.0 / l - 1.0, 1.0 / l - 1.0,
> +                                     2.0 / l, 2.0 / l, l, l);
> +
> +        /* Bind the image as indirect command buffer
> +         * simultaneously. */
> +        glBindBuffer(GL_DRAW_INDIRECT_BUFFER, get_buffer(1));
> +
> +        /* First pass: Render instanced draw commands to the indirect
> +         * buffer. */
> +        glDrawArrays(GL_POINTS, 0, l * l);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_COMMAND_BARRIER_BIT);
> +
> +        /* Second pass: render the generated indirect buffer
> +         * (read-after-write). */
> +        set_uniform_int(prog, "pass", 1);
> +        glMultiDrawArraysIndirect(GL_POINTS, 0, l * l, 0);
> +
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_fb_green(grid);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_pixel_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +        uint32_t pixels[N][4];
> +        GLuint tex;
> +
> +        /* Bind the image as pixel unpack buffer simultaneously. */
> +        glGenTextures(1, &tex);
> +        glBindTexture(GL_TEXTURE_2D, tex);
> +        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, get_buffer(1));
> +
> +        /* First pass: render green to the image. */
> +        draw_grid(grid, prog);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_PIXEL_BUFFER_BARRIER_BIT);
> +
> +        /* Second pass: use the result as pixel source
> +         * (read-after-write). */
> +        glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
> +                     l, l, 0, img.format->pixel_format,
> +                     img.format->pixel_type, 0);
> +        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
> +
> +        /* Check that the resulting texture is green. */
> +        glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
> +                      image_base_type(img.format), pixels);
> +
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
> +
> +        glDeleteTextures(1, &tex);
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_pixel_waw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), RED);\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +        uint32_t pixels[N][4];
> +        GLuint tex;
> +
> +        init_pixels(img, pixels[0], 0, 1, 0, 1);
> +
> +        glGenTextures(1, &tex);
> +        glBindTexture(GL_TEXTURE_2D, tex);
> +        glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
> +                     l, l, 0, img.format->pixel_format,
> +                     image_base_type(img.format), pixels);
> +
> +        /* Bind the image as pixel pack buffer simultaneously. */
> +        glBindBuffer(GL_PIXEL_PACK_BUFFER, get_buffer(1));
> +
> +        /* First pass: render red to the image. */
> +        draw_grid(grid, prog);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_PIXEL_BUFFER_BARRIER_BIT);
> +
> +        /* Second pass: use the image as pixel destination filling it
> +         * with green (write-after-write). */
> +        glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
> +                      img.format->pixel_type, 0);
> +        glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
> +
> +        /* Check that the resulting image is green. */
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_img_green(img);
> +
> +        glDeleteTextures(1, &tex);
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_tex_update_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +        uint32_t pixels[N][4];
> +
> +        glBindTexture(GL_TEXTURE_2D, get_texture(1));
> +
> +        /* First pass: render green to the image. */
> +        draw_grid(grid, prog);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
> +
> +        /* Read back the result (read-after-write). */
> +        glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
> +                      image_base_type(img.format), pixels);
> +
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_tex_update_waw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        imageStore(dst_img, IMAGE_ADDR(idx),"
> +                            "                   (idx.y >= H / 2 ? GREEN : RED));\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +        uint32_t pixels[N][4];
> +
> +        init_pixels(set_image_size(img, l, l / 2, 1, 1),
> +                    pixels[0], 0, 1, 0, 1);
> +
> +        glBindTexture(GL_TEXTURE_2D, get_texture(1));
> +
> +        /* First pass: render red to the first half of the image,
> +         * green to the second half. */
> +        draw_grid(grid, prog);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
> +
> +        /* Fill the first half with green (write-after-write). */
> +        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, l, l / 2,
> +                        img.format->pixel_format, image_base_type(img.format),
> +                        pixels);
> +
> +        /* Check that the resulting image is green. */
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_img_green(img);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_buf_update_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +        uint32_t pixels[N][4];
> +
> +        glBindBuffer(GL_TEXTURE_BUFFER, get_buffer(1));
> +
> +        /* First pass: render green to the image. */
> +        draw_grid(grid, prog);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_BUFFER_UPDATE_BARRIER_BIT);
> +
> +        /* Read back the result (read-after-write). */
> +        glGetBufferSubData(GL_TEXTURE_BUFFER, 0,
> +                           4 * l * l * sizeof(uint32_t), pixels[0]);
> +
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_buf_update_waw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        imageStore(dst_img, IMAGE_ADDR(idx),"
> +                            "                   (idx.y >= H / 2 ? GREEN : RED));\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +        uint32_t pixels[N][4];
> +
> +        init_pixels(set_image_size(img, l * l / 2, 1, 1, 1),
> +                    pixels[0], 0, 1, 0, 1);
> +        glBindBuffer(GL_TEXTURE_BUFFER, get_buffer(1));
> +
> +        /* First pass: render red to the first half of the image,
> +         * green to the second half. */
> +        draw_grid(grid, prog);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_BUFFER_UPDATE_BARRIER_BIT);
> +
> +        /* Fill the first half with green (write-after-write). */
> +        glBufferSubData(GL_TEXTURE_BUFFER, 0, 4 * l * l / 2 * sizeof(uint32_t),
> +                        pixels);
> +
> +        /* Check that the resulting image is green. */
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_img_green(img);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_fb_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +        uint32_t pixels[N][4];
> +        GLuint fb;
> +
> +        glGenFramebuffers(1, &fb);
> +        glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
> +
> +        /* Bind the image as color attachment of the read framebuffer
> +         * simultaneously. */
> +        glFramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +                             get_texture(1), 0);
> +
> +        /* First pass: render green to the image. */
> +        draw_grid(grid, prog);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_FRAMEBUFFER_BARRIER_BIT);
> +
> +        /* Read back and check the result from the read
> +         * framebuffer (read-after-write). */
> +        glReadPixels(0, 0, l, l, img.format->pixel_format,
> +                     image_base_type(img.format), pixels);
> +
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
> +
> +        glDeleteFramebuffers(1, &fb);
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_fb_waw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return GREEN;"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), RED);\n"
> +                            "                return RED;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +        GLuint fb;
> +
> +        glGenFramebuffers(1, &fb);
> +        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
> +
> +        /* Bind the image as color attachment of the framebuffer
> +         * simultaneously. */
> +        glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> +                             get_texture(1), 0);
> +
> +        /* First pass: render red to the image. */
> +        ret &= draw_grid(grid, prog) &&
> +
> +                /* Barrier. */
> +                bar->run_barrier(GL_FRAMEBUFFER_BARRIER_BIT) &&
> +
> +                /* Second pass: render green to the framebuffer
> +                 * (write-after-write). */
> +                set_uniform_int(prog, "pass", 1) &&
> +                draw_grid(grid, prog) &&
> +
> +                /* Check that the resulting image is green. */
> +                check_img_green(img);
> +
> +        glDeleteFramebuffers(1, &fb);
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +setup_xfb_varying(GLuint prog, const char *varying)
> +{
> +        glTransformFeedbackVaryings(prog, 1, &varying, GL_INTERLEAVED_ATTRIBS);
> +        glLinkProgram(prog);
> +
> +        return piglit_check_gl_error(GL_NO_ERROR);
> +}
> +
> +static bool
> +run_test_xfb_waw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_VERTEX_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_VERTEX_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return GREEN;\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), RED);\n"
> +                            "                return x;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && setup_xfb_varying(prog, "vcolor") &&
> +                init_common(grid, img, prog);
> +        GLuint xfb;
> +
> +        glGenTransformFeedbacks(1, &xfb);
> +        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
> +
> +        /* Bind the image as transform feedback buffer
> +         * simultaneously. */
> +        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, get_buffer(1));
> +        glBeginTransformFeedback(GL_POINTS);
> +        glPauseTransformFeedback();
> +
> +        /* First pass: render red to the image. */
> +        draw_grid(grid, prog);
> +
> +        /* Barrier. */
> +        bar->run_barrier(GL_TRANSFORM_FEEDBACK_BARRIER_BIT);
> +
> +        /* Second pass: Write out the vcolor output to the transform
> +         * feedback buffer (write-after-write). */
> +        set_uniform_int(prog, "pass", 1);
> +        glResumeTransformFeedback();
> +        draw_grid(grid, prog);
> +        glEndTransformFeedback();
> +
> +        /* Check that the resulting image is green. */
> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
> +                check_img_green(img);
> +
> +        glDeleteTransformFeedbacks(1, &xfb);
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_atom_raw(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32UI, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("layout(binding=0, offset=0) uniform atomic_uint c[4];\n"
> +                            "\n"
> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                return GRID_T(atomicCounter(c[0]),"
> +                            "                              atomicCounter(c[1]),"
> +                            "                              atomicCounter(c[2]),"
> +                            "                              atomicCounter(c[3]));\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
> +                            "                return x;\n"
> +                            "        }\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +
> +        /* Bind the image as atomic counter buffer simultaneously. */
> +        glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, get_buffer(1));
> +
> +        /* First pass: render green to the image. */
> +        ret &= draw_grid(grid, prog) &&
> +
> +                /* Barrier. */
> +                bar->run_barrier(GL_ATOMIC_COUNTER_BARRIER_BIT) &&
> +
> +                /* Second pass: Check that the atomic counters read
> +                 * back green (read-after-write). */
> +                set_uniform_int(prog, "pass", 1) &&
> +                draw_grid(grid, prog) &&
> +                check_fb_green(grid);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static bool
> +run_test_atom_war(const struct image_barrier_info *bar, unsigned l)
> +{
> +        const struct grid_info grid =
> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
> +        const struct image_info img =
> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32UI, l, l);
> +        GLuint prog = generate_program(
> +                grid, GL_FRAGMENT_SHADER,
> +                concat(common_hunk(img),
> +                       hunk("layout(binding=0, offset=0) uniform atomic_uint c[4];\n"
> +                            "\n"
> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
> +                            "        if (pass == 1) {\n"
> +                            "                atomicCounterIncrement(c[0]);"
> +                            "                atomicCounterIncrement(c[1]);"
> +                            "                atomicCounterIncrement(c[2]);"
> +                            "                atomicCounterIncrement(c[3]);\n"
> +                            "        } else {\n"
> +                            "                imageStore(dst_img, IMAGE_ADDR(idx),"
> +                            "                           imageLoad(src_img, IMAGE_ADDR(idx)));\n"
> +                            "        }\n"
> +                            "        return x;\n"
> +                            "}\n"), NULL));
> +        bool ret = prog && init_common(grid, img, prog);
> +
> +        /* Bind the image as atomic counter buffer simultaneously. */
> +        glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, get_buffer(0));
> +
> +        /* First pass: read back the source image. */
> +        ret &= draw_grid(grid, prog) &&
> +
> +                /* Barrier. */
> +                bar->run_barrier(GL_ATOMIC_COUNTER_BARRIER_BIT) &&
> +
> +                /* Second pass: Modify the source image using atomic
> +                 * counter increments (write-after-read). */
> +                set_uniform_int(prog, "pass", 1) &&
> +                draw_grid(grid, prog) &&
> +
> +                /* Check that the read-back results from the first
> +                 * pass are green. */
> +                check_img_green(img);
> +
> +        glDeleteProgram(prog);
> +        return ret;
> +}
> +
> +static void
> +barrier_subtest(enum piglit_result *status, bool guard,
> +                bool (*run)(const struct image_barrier_info *, unsigned),
> +                const char *name, const struct image_barrier_info *bar,
> +                unsigned l)
> +{
> +        subtest(status, guard, run(bar, l) || bar->control_test,
> +                "%s/%s barrier test/%dx%d", name, bar->name, l, l);
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +        const bool quick = (argc >= 2 && !strcmp(argv[1], "--quick"));
> +        const struct image_barrier_info *bar;
> +        enum piglit_result status = PIGLIT_PASS;
> +        unsigned l;
> +
> +        piglit_require_extension("GL_ARB_shader_image_load_store");
> +        piglit_require_extension("GL_ARB_shader_atomic_counters");
> +
> +        for (l = 4; l <= L; l *= 4) {
> +                for (bar = image_barriers; bar->name; ++bar) {
> +                        if (quick && bar->control_test)
> +                                continue;
> +
> +                        barrier_subtest(&status,
> +                                        get_image_stage(GL_VERTEX_SHADER),
> +                                        run_test_vertex_array_raw,
> +                                        "Vertex array/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_element_array_raw,
> +                                        "Element array/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_ubo_raw,
> +                                        "Uniform buffer/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_tex_fetch_raw,
> +                                        "Texture fetch/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_image_raw,
> +                                        "Image/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_image_war,
> +                                        "Image/WaR", bar, l);
> +
> +                        barrier_subtest(&status,
> +                                        (get_image_stage(GL_VERTEX_SHADER) &&
> +                                         piglit_is_extension_supported(
> +                                                 "GL_ARB_draw_indirect")),
> +                                        run_test_indirect_raw,
> +                                        "Indirect/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_pixel_raw,
> +                                        "Pixel/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_pixel_waw,
> +                                        "Pixel/WaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_tex_update_raw,
> +                                        "Texture update/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_tex_update_waw,
> +                                        "Texture update/WaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_buf_update_raw,
> +                                        "Buffer update/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_buf_update_waw,
> +                                        "Buffer update/WaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_fb_raw,
> +                                        "Framebuffer/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_fb_waw,
> +                                        "Framebuffer/WaW", bar, l);
> +
> +                        barrier_subtest(&status,
> +                                        (get_image_stage(GL_VERTEX_SHADER) &&
> +                                         piglit_is_extension_supported(
> +                                                 "GL_ARB_transform_feedback2")),
> +                                        run_test_xfb_waw,
> +                                        "Transform feedback/WaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_atom_raw,
> +                                        "Atomic counter/RaW", bar, l);
> +
> +                        barrier_subtest(&status, true, run_test_atom_war,
> +                                        "Atomic counter/WaR", bar, l);
> +                }
> +        }
> +
> +        piglit_report_result(status);
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +        return PIGLIT_FAIL;
> +}
> -- 
> 2.1.3
> 
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