[Piglit] [PATCH 3/7] egl-context-preemption: Add a high priority thread/context.
Rafael Antognolli
rafael.antognolli at intel.com
Tue Oct 9 17:43:09 UTC 2018
On Tue, Oct 09, 2018 at 01:23:03PM +0300, Tapani Pälli wrote:
>
>
> On 10/4/18 6:35 PM, Rafael Antognolli wrote:
> > 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;
>
> This seems unnecessary, we are already skipping the test if extension was
> not supported in piglit_init?
Agreed, I'll remove it. I think it was copy & pasted from another test,
sorry for that.
> > +
> > + }
> > +
> > + *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;
> >
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