[Piglit] [PATCH 3/7] egl-context-preemption: Add a high priority thread/context.

Rafael Antognolli rafael.antognolli at intel.com
Thu Oct 4 15:35:31 UTC 2018


Start a new thread right after dispatching the render commands from the
main thread, after glFlush().

This second thread creates a high priority EGL context, and uses it to
render to a frame buffer multiple times. These draw calls are supposed
to finish before the one in the main thread.
---
 tests/egl/egl-context-preemption.c | 243 +++++++++++++++++++++++++++++
 1 file changed, 243 insertions(+)

diff --git a/tests/egl/egl-context-preemption.c b/tests/egl/egl-context-preemption.c
index 9d5aa42ee..566416312 100644
--- a/tests/egl/egl-context-preemption.c
+++ b/tests/egl/egl-context-preemption.c
@@ -41,11 +41,16 @@
  */
 
 #define HIGH_PRIO_RUNS 50
+static const int hp_width = 80, hp_height = 80;
 
 struct test_data {
 	bool main_finished;
 	int64_t main_tstarted, main_tfinished;
+	int64_t tstarted[HIGH_PRIO_RUNS];
+	int64_t tfinished[HIGH_PRIO_RUNS];
+	int nruns;
 	EGLDisplay dpy;
+	EGLContext ctx;
 };
 
 struct test_profile {
@@ -197,6 +202,224 @@ draw_objects(unsigned int shader_program, GLenum mode, GLfloat *vertices,
 	glDisableVertexAttribArray(0);
 }
 
+static enum piglit_result
+init_display(EGLenum platform, EGLDisplay *out_dpy)
+{
+	enum piglit_result result = PIGLIT_PASS;
+	EGLDisplay dpy;
+	EGLint egl_major, egl_minor;
+	bool ok;
+
+	dpy = piglit_egl_get_default_display(platform);
+	if (!dpy) {
+		result = PIGLIT_SKIP;
+		goto error;
+	}
+
+	ok = eglInitialize(dpy, &egl_major, &egl_minor);
+	if (!ok) {
+		result = PIGLIT_SKIP;
+		goto error;
+	}
+
+	if (!piglit_is_egl_extension_supported(dpy, "EGL_IMG_context_priority")) {
+		piglit_loge("display does not support EGL_IMG_context_priority");
+		result = PIGLIT_SKIP;
+		goto error;
+
+	}
+
+	*out_dpy = dpy;
+	return result;
+
+error:
+	if (dpy) {
+		eglTerminate(dpy);
+	}
+	return result;
+}
+
+static enum piglit_result
+init_other_display(EGLDisplay *out_other_dpy)
+{
+	enum piglit_result result = PIGLIT_SKIP;
+	EGLDisplay other_dpy = 0;
+	int i;
+
+	static const EGLint platforms[] = {
+		EGL_PLATFORM_GBM_MESA,
+		EGL_PLATFORM_SURFACELESS_MESA,
+		EGL_PLATFORM_X11_EXT,
+		EGL_PLATFORM_WAYLAND_EXT,
+		0,
+	};
+
+	for (i = 0; platforms[i] != 0; ++i) {
+		result = init_display(platforms[i], &other_dpy);
+		switch (result) {
+		case PIGLIT_SKIP:
+			break;
+		case PIGLIT_PASS:
+			*out_other_dpy = other_dpy;
+			return PIGLIT_PASS;
+		default:
+			break;
+		}
+	}
+
+	return result;
+}
+
+static enum piglit_result
+setup_thread_context(struct test_data *d)
+{
+	enum piglit_result result = PIGLIT_PASS;
+	bool ok = false;
+	EGLContext ctx2 = EGL_NO_CONTEXT;
+
+	EGLDisplay dpy;
+	if (init_other_display(&dpy) == PIGLIT_SKIP) {
+		piglit_loge("failed to get display\n");
+		result = PIGLIT_FAIL;
+		return result;
+	}
+
+	eglBindAPI(EGL_OPENGL_API);
+	if (!piglit_check_egl_error(EGL_SUCCESS)) {
+		piglit_loge("failed to set OpenGL API.\n");
+		result = PIGLIT_FAIL;
+		return result;
+	}
+
+	EGLint attr[] = {
+		EGL_CONTEXT_CLIENT_VERSION, 3,
+		EGL_CONTEXT_MINOR_VERSION_KHR, 3,
+		EGL_CONTEXT_PRIORITY_LEVEL_IMG, EGL_CONTEXT_PRIORITY_HIGH_IMG,
+		EGL_NONE };
+	ctx2 = eglCreateContext(dpy, EGL_NO_CONFIG_MESA, EGL_NO_CONTEXT, attr);
+	if (ctx2 == EGL_NO_CONTEXT) {
+		piglit_loge("failed to create context");
+		piglit_check_egl_error(EGL_SUCCESS);
+		result = PIGLIT_FAIL;
+		goto cleanup;
+	}
+
+	ok = eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, ctx2);
+	if (!ok) {
+		piglit_loge("failed to make context current without surface");
+		result = PIGLIT_FAIL;
+		goto cleanup;
+	}
+
+	GLuint VertexArrayID;
+	glGenVertexArrays(1, &VertexArrayID);
+	glBindVertexArray(VertexArrayID);
+
+	glEnable(GL_BLEND);
+	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+	glViewport(0, 0, hp_width, hp_height);
+
+	d->ctx = ctx2;
+	d->dpy = dpy;
+
+	return result;
+
+cleanup:
+	if (ctx2 != EGL_NO_CONTEXT)
+		eglDestroyContext(dpy, ctx2);
+	eglTerminate(dpy);
+
+	return result;
+}
+
+/* Allocate and attach textures and FBOs */
+static void
+setup_render_target(GLuint *fbos, GLuint *textures, unsigned n,
+		    int width, int height)
+{
+	glGenFramebuffers(n, fbos);
+	glGenTextures(n, textures);
+
+	for (int i = 0; i < n; i++) {
+		glBindFramebuffer(GL_FRAMEBUFFER, fbos[i]);
+
+		glBindTexture(GL_TEXTURE_2D, textures[i]);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, hp_width, hp_height, 0,
+			     GL_RGB, GL_UNSIGNED_BYTE, NULL);
+		glBindTexture(GL_TEXTURE_2D, 0);
+
+		// attach texture to the currently bound framebuffer
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+				       GL_TEXTURE_2D, textures[i], 0);
+
+		if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+			piglit_loge("Framebuffer is not complete!\n");
+
+		if (!piglit_check_gl_error(GL_NO_ERROR)) {
+			piglit_report_result(PIGLIT_FAIL);
+		}
+	}
+}
+
+static void
+draw_high_priority(struct test_data *d, unsigned int shader_program, int iter)
+{
+	GLint nbits;
+	glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &nbits);
+	/* Ready to draw */
+	draw_objects(shader_program, GL_TRIANGLES, triangle_vertices,
+		     sizeof(triangle_vertices), 1);
+	glFlush();
+
+	GLuint query;
+	glGenQueries(1, &query);
+	glGetInteger64v(GL_TIMESTAMP, &d->tstarted[iter]);
+	glQueryCounter(query, GL_TIMESTAMP);
+
+	glFinish();
+	glGetQueryObjecti64v(query, GL_QUERY_RESULT, &d->tfinished[iter]);
+	d->nruns++;
+}
+
+static void*
+thread2_create_high_priority_context(void *data)
+{
+	enum piglit_result *result = malloc(sizeof(*result));
+	struct test_data *d = data;
+
+	*result = setup_thread_context(d);
+	if (*result != PIGLIT_PASS)
+		return result;
+
+	GLuint fbos[HIGH_PRIO_RUNS];
+	GLuint textures[HIGH_PRIO_RUNS];
+	setup_render_target(fbos, textures, HIGH_PRIO_RUNS,
+			    hp_width, hp_height);
+
+	unsigned int program = setup_shaders();
+
+	for (int i = 0; i < HIGH_PRIO_RUNS; i++) {
+		/* It's fine to have a little race condition here, because we
+		 * will discard results that finished after the main thread
+		 * based on GL_TIMESTAMP anyway.
+		 */
+		if (d->main_finished)
+			break;
+		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[i]);
+		draw_high_priority(d, program, i);
+	}
+
+	if (d->ctx != EGL_NO_CONTEXT)
+		eglDestroyContext(d->dpy, d->ctx);
+	eglTerminate(d->dpy);
+
+	return result;
+}
+
 static GLfloat *
 read_pixels_float(GLint x, GLint y, GLsizei width, GLsizei height,
 		  GLenum format, GLfloat *pixels)
@@ -232,6 +455,7 @@ test_preemption(void *data)
 	const struct test_profile *profile = data;
 	struct test_data d = {
 		.main_finished = false,
+		.nruns = 0,
 	};
 	d.dpy = eglGetCurrentDisplay();
 
@@ -270,6 +494,18 @@ test_preemption(void *data)
 	glGetInteger64v(GL_TIMESTAMP, &d.main_tstarted);
 	glQueryCounter(query, GL_TIMESTAMP);
 
+	/* Start second thread with high priority */
+	pthread_t thread2;
+	int err = pthread_create(
+		&thread2, NULL,
+		thread2_create_high_priority_context,
+		&d);
+	if (err) {
+		piglit_loge("failed to create second thread");
+		result = PIGLIT_FAIL;
+		goto cleanup;
+	}
+
 	glFinish();
 	glGetQueryObjecti64v(query, GL_QUERY_RESULT, &d.main_tfinished);
 	d.main_finished = true;
@@ -283,6 +519,13 @@ test_preemption(void *data)
 
 	glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
+	err = pthread_join(thread2, NULL);
+	if (err) {
+		piglit_loge("failed to join thread %"PRIuMAX, (uintmax_t) thread2);
+		result = PIGLIT_FAIL;
+		goto cleanup;
+	}
+
 cleanup:
 	free(ref_image);
 	return result;
-- 
2.19.0



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