[Piglit] [PATCH] tex3d-maxsize: rewrite to be more robust and do more testing
Brian Paul
brianp at vmware.com
Fri Jul 15 17:15:12 UTC 2016
Ping.
On 07/13/2016 03:47 PM, Brian Paul wrote:
> 1. It seems with NVIDIA's driver that using a proxy texture isn't a
> sure fire way to know that a given texture format/size can actually be
> created. Update the find_max_tex3d_size() function to actually try
> creating a texture with glTexImage3D/glTexStorage3D and see if it
> works.
>
> 2. Improve the speed of texture initialization by copying the first
> 3D slice to the other slices with glCopyImageSubData().
>
> 3. Use glTexStorage3D when GL_ARB_texture_storage is supported.
>
> 4. In addition to GL_RGBA8, test GL_INTENSITY8 and GL_RGBA32F formats.
>
> 5. Before testing the largest possible texture, try a couple smaller
> sizes as a sanity check.
>
> 6. Loosen the piglit probe tolerance by one bit to account for inaccuracy
> caused by GL_NEAREST filtering.
>
> Tested with NVIDIA driver, VMware driver and llvmpipe.
> ---
> tests/texturing/tex3d-maxsize.c | 285 +++++++++++++++++++++++++++++-----------
> 1 file changed, 211 insertions(+), 74 deletions(-)
>
> diff --git a/tests/texturing/tex3d-maxsize.c b/tests/texturing/tex3d-maxsize.c
> index e168d14..60c9c63 100644
> --- a/tests/texturing/tex3d-maxsize.c
> +++ b/tests/texturing/tex3d-maxsize.c
> @@ -30,31 +30,88 @@
>
> PIGLIT_GL_TEST_CONFIG_BEGIN
>
> - config.supports_gl_compat_version = 10;
> + config.supports_gl_compat_version = 12;
>
> config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
>
> PIGLIT_GL_TEST_CONFIG_END
>
> -static const char *TestName = "tex3d-maxsize";
> +
> +static GLint MaxSize;
> +
> +
> +
> +/**
> + * Compute size (in megabytes) of a texture of the given dimensions and
> + * internal format.
> + */
> +static unsigned
> +tex_size(GLenum internalFormat, int width, int height, int depth)
> +{
> + uint64_t sz;
> +
> + sz = (uint64_t) width * (uint64_t) height * (uint64_t) depth;
> +
> + switch (internalFormat) {
> + case GL_INTENSITY8:
> + sz *= 1;
> + break;
> + case GL_RGBA8:
> + sz *= 4;
> + break;
> + case GL_RGBA32F:
> + sz *= 16;
> + break;
> + default:
> + assert(!"Unexpected internalFormat");
> + }
> +
> + return (unsigned) (sz / (uint64_t) (1024 * 1024));
> +}
> +
> +
> +/**
> + * Allocate a 1-level 3D texture.
> + */
> +static void
> +alloc_tex3d(GLenum target, GLenum internalFormat,
> + GLsizei width, GLsizei height, GLsizei depth)
> +{
> + if (target == GL_TEXTURE_3D) {
> + glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> + glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> + }
> +
> + if (piglit_is_extension_supported("GL_ARB_texture_storage")) {
> + glTexStorage3D(target, 1, internalFormat,
> + width, height, depth);
> + }
> + else {
> + glTexImage3D(target, 0, internalFormat,
> + width, height, depth, 0,
> + GL_RGBA, GL_UNSIGNED_BYTE, NULL);
> + }
> +}
>
>
> /*
> * Use proxy texture to find largest possible 3D texture size.
> */
> static void
> -find_max_tex3d_size(GLint initSize, GLint *width, GLint *height, GLint *depth)
> +find_max_tex3d_size(GLenum internalFormat,
> + GLint initSize, GLint *width, GLint *height, GLint *depth)
> {
> GLint dim = 0, w, h, d, pw, ph, pd;
>
> + piglit_check_gl_error(GL_NO_ERROR);
> +
> w = h = d = initSize;
>
> while (w >= 1 && h >= 1 && d >= 1) {
> /* try proxy image */
> const int level = 0;
>
> - glTexImage3D(GL_PROXY_TEXTURE_3D, level, GL_RGBA8,
> - w, h, d, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
> + alloc_tex3d(GL_PROXY_TEXTURE_3D, internalFormat, w, h, d);
>
> glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, level,
> GL_TEXTURE_WIDTH, &pw);
> @@ -63,12 +120,40 @@ find_max_tex3d_size(GLint initSize, GLint *width, GLint *height, GLint *depth)
> glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, level,
> GL_TEXTURE_DEPTH, &pd);
>
> + if (!piglit_check_gl_error(GL_NO_ERROR)) {
> + printf("Unexpected error during texture proxy test.\n");
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> if (pw == w && ph == h && pd == d) {
> - /* success! */
> - *width = w;
> - *height = h;
> - *depth = d;
> - return;
> + /* this size should be supported, but test it to
> + * be sure.
> + */
> + GLuint tex;
> + GLenum err;
> +
> + /* Create a texture object for the non-proxy texture below */
> + glGenTextures(1, &tex);
> + glBindTexture(GL_TEXTURE_3D, tex);
> + alloc_tex3d(GL_TEXTURE_3D, internalFormat, w, h, d);
> +
> + err = glGetError();
> +
> + glDeleteTextures(1, &tex);
> +
> + if (err == GL_NO_ERROR) {
> + /* success! */
> + *width = w;
> + *height = h;
> + *depth = d;
> + return;
> + }
> + else {
> + printf("Note: proxy texture of size "
> + "%d x %d x %d worked, but actual "
> + "glTexImage3D call failed!\n",
> + w, h, d);
> + }
> }
>
> /* halve one of the dimensions and try again */
> @@ -84,70 +169,39 @@ find_max_tex3d_size(GLint initSize, GLint *width, GLint *height, GLint *depth)
> }
>
>
> -enum piglit_result
> -piglit_display(void)
> +/**
> + * Create a 3D texture of the given format and size, draw a textured quad
> + * with that texture, and check results.
> + */
> +static bool
> +test_render(GLenum internalFormat, int width, int height, int depth)
> {
> - GLuint tex;
> - GLint maxsize, width, height, depth;
> - GLenum err;
> + static const float c1[4] = {0.25, 0.25, 0.25, 1.0};
> + static const float c2[4] = {0.75, 0.75, 0.75, 1.0};
> + bool pass = true;
> char *data;
> int i, j;
> - GLboolean pass = GL_TRUE;
> - float c1[4] = {0.25, 0.25, 0.25, 1.0};
> - float c2[4] = {0.75, 0.75, 0.75, 1.0};
> -
> - piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
> + GLuint tex;
> + unsigned mbytes = tex_size(internalFormat, width, height, depth);
>
> - glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &maxsize);
> + printf("Testing %d x %d x %d %s (%u MB) texture\n",
> + width, height, depth,
> + piglit_get_gl_enum_name(internalFormat), mbytes);
> + fflush(stdout);
>
> - /* Create the texture. */
> glGenTextures(1, &tex);
> glBindTexture(GL_TEXTURE_3D, tex);
> - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> - glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> - if (glGetError())
> - return PIGLIT_FAIL;
> -
> - glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, maxsize, maxsize, maxsize, 0,
> - GL_RGBA, GL_UNSIGNED_BYTE, NULL);
> -
> - err = glGetError();
> -
> - if (err == GL_OUT_OF_MEMORY) {
> + alloc_tex3d(GL_TEXTURE_3D, internalFormat, width, height, depth);
>
> - /* use proxy texture to find working max texture size */
> - width = height = depth = 0;
> - find_max_tex3d_size(maxsize, &width, &height, &depth);
> -
> - printf("Max 3D texture size: %d x %d x %d\n",
> - width, height, depth);
> - fflush(stdout);
> -
> - glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, width, height, depth, 0,
> - GL_RGBA, GL_UNSIGNED_BYTE, NULL);
> - err = glGetError();
> -
> - if (err == GL_OUT_OF_MEMORY)
> - return PIGLIT_PASS;
> - }
> - else {
> - /* the max 3D texture size actually worked */
> - width = height = depth = maxsize;
> - }
> -
> - if (err != GL_NO_ERROR) {
> - printf("%s: unexpected glTexImage3D error: 0x%x\n",
> - TestName, err);
> - return PIGLIT_FAIL;
> + if (!piglit_check_gl_error(GL_NO_ERROR)) {
> + printf("Creating texture failed in test_render().\n");
> + pass = false;
> + goto end;
> }
>
> - if (0)
> - printf("max 3D texture size = %d x %d x %d\n",
> - width, height, depth);
> -
> /* Set its pixels, slice by slice. */
> data = malloc(width * height * 4);
> - for (j = 0; j < height; j++)
> + for (j = 0; j < height; j++) {
> for (i = 0; i < width; i++) {
> int a = (j * width + i) * 4;
> data[a+0] =
> @@ -155,26 +209,45 @@ piglit_display(void)
> data[a+2] =
> data[a+3] = (i * 255) / (width - 1);
> }
> + }
>
> - for (i = 0; i < depth; i++) {
> - glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i, width, height, 1,
> + if (piglit_is_extension_supported("GL_ARB_copy_image")) {
> + /* load 0th slice */
> + glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0,
> + width, height, 1,
> GL_RGBA, GL_UNSIGNED_BYTE, data);
> +
> + /* copy 0th slice to other slices (should be faster) */
> + for (i = 1; i < depth; i++) {
> + glCopyImageSubData(tex, GL_TEXTURE_3D, 0, 0, 0, 0,
> + tex, GL_TEXTURE_3D, 0, 0, 0, i,
> + width, height, 1);
> + }
> + }
> + else {
> + /* load each slice with glTexSubImage3D */
> + for (i = 0; i < depth; i++) {
> + glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, i,
> + width, height, 1,
> + GL_RGBA, GL_UNSIGNED_BYTE, data);
> + }
> }
> free(data);
>
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> /* Now try basic rendering. */
> glEnable(GL_TEXTURE_3D);
> glBegin(GL_QUADS);
> - glTexCoord3f(0, 0, 1);
> + glTexCoord3f(0, 0, 0.5);
> glVertex2f(0, 0);
> - glTexCoord3f(0, 1, 1);
> + glTexCoord3f(0, 1, 0.5);
> glVertex2f(0, piglit_height);
> - glTexCoord3f(1, 1, 1);
> + glTexCoord3f(1, 1, 0.5);
> glVertex2f(piglit_width, piglit_height);
> - glTexCoord3f(1, 0, 1);
> + glTexCoord3f(1, 0, 0.5);
> glVertex2f(piglit_width, 0);
> glEnd();
> - glDeleteTextures(1, &tex);
>
> pass = piglit_probe_pixel_rgb(piglit_width * 1 / 4,
> piglit_height * 1 / 4, c1) && pass;
> @@ -187,17 +260,81 @@ piglit_display(void)
> piglit_present_results();
>
> if (!pass) {
> - printf("%s: failed at size %d x %d x %d\n", TestName,
> - width, height, depth);
> + printf("rendering failed with %d x %d x %d %s texture\n",
> + width, height, depth,
> + piglit_get_gl_enum_name(internalFormat));
> + }
> +
> +end:
> + glDeleteTextures(1, &tex);
> +
> + return pass;
> +}
> +
> +
> +static bool
> +test_3d_tex_format(GLenum internalFormat)
> +{
> + GLint width, height, depth;
> + bool pass = true;
> + unsigned mbytes;
> +
> + piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
> +
> + /* use proxy texture to find actual max texture size */
> + width = height = depth = 0;
> + find_max_tex3d_size(internalFormat, MaxSize,
> + &width, &height, &depth);
> +
> + mbytes = tex_size(internalFormat, width, height, depth);
> + printf("Actual max 3D texture size for %s: %d x %d x %d (%u MB)\n",
> + piglit_get_gl_enum_name(internalFormat),
> + width, height, depth, mbytes);
> +
> + /* first, try some smaller res 3D texture rendering */
> + pass = test_render(internalFormat, width, height, depth/4);
> + pass = test_render(internalFormat, width, height, depth/2) && pass;
> +
> + /* test largest 3D texture size */
> + pass = test_render(internalFormat, width, height, depth) && pass;
> +
> + return pass;
> +}
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + bool pass;
> +
> + glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &MaxSize);
> + printf("GL_MAX_3D_TEXTURE_SIZE = %d\n", MaxSize);
> +
> + pass = test_3d_tex_format(GL_INTENSITY8);
> +
> + pass = test_3d_tex_format(GL_RGBA8) && pass;
> +
> + if (piglit_is_extension_supported("GL_ARB_texture_float")) {
> + pass = test_3d_tex_format(GL_RGBA32F) && pass;
> }
>
> return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> }
>
> +
> void piglit_init(int argc, char **argv)
> {
> - piglit_require_gl_version(12);
> -
> glDisable(GL_DITHER);
> -}
>
> + /* Set the tolerance a little looser since we're using GL_NEAREST
> + * texture sampling. GL_NEAREST is fastest for software rendering.
> + * We probably wouldn't have to loosen the tolerance if we used
> + * GL_LINEAR filtering.
> + */
> + piglit_set_tolerance_for_bits(7, 7, 7, 7);
> + printf("Probe tolerance: %f, %f, %f, %f\n",
> + piglit_tolerance[0],
> + piglit_tolerance[1],
> + piglit_tolerance[2],
> + piglit_tolerance[3]);
> +}
>
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