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

_______________________________________________
Piglit mailing list
[email protected]
http://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to