Module: Mesa Branch: master Commit: 48fda8c446c127298e8a523a321d4da131c2834d URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=48fda8c446c127298e8a523a321d4da131c2834d
Author: Brian Paul <bri...@vmware.com> Date: Thu Sep 9 19:18:45 2010 -0600 graw: added test for finding shader mem leaks --- src/gallium/tests/graw/SConscript | 1 + src/gallium/tests/graw/shader-leak.c | 266 ++++++++++++++++++++++++++++++++++ 2 files changed, 267 insertions(+), 0 deletions(-) diff --git a/src/gallium/tests/graw/SConscript b/src/gallium/tests/graw/SConscript index 860a17e..ffde619 100644 --- a/src/gallium/tests/graw/SConscript +++ b/src/gallium/tests/graw/SConscript @@ -25,6 +25,7 @@ progs = [ 'fs-test', 'vs-test', 'gs-test', + 'shader-leak', 'tri-gs', ] diff --git a/src/gallium/tests/graw/shader-leak.c b/src/gallium/tests/graw/shader-leak.c new file mode 100644 index 0000000..ec30871 --- /dev/null +++ b/src/gallium/tests/graw/shader-leak.c @@ -0,0 +1,266 @@ +/** + * Create shaders in a loop to test memory usage. + */ + +#include <stdio.h> +#include "state_tracker/graw.h" +#include "pipe/p_screen.h" +#include "pipe/p_context.h" +#include "pipe/p_state.h" +#include "pipe/p_defines.h" + +#include "util/u_debug.h" /* debug_dump_surface_bmp() */ +#include "util/u_memory.h" /* Offset() */ +#include "util/u_draw_quad.h" + + +static int num_iters = 100; + + +enum pipe_format formats[] = { + PIPE_FORMAT_R8G8B8A8_UNORM, + PIPE_FORMAT_B8G8R8A8_UNORM, + PIPE_FORMAT_NONE +}; + +static const int WIDTH = 300; +static const int HEIGHT = 300; + +static struct pipe_screen *screen = NULL; +static struct pipe_context *ctx = NULL; +static struct pipe_surface *surf = NULL; +static void *window = NULL; + +struct vertex { + float position[4]; + float color[4]; +}; + +static struct vertex vertices[1] = +{ + { + { 0.0f, -0.9f, 0.0f, 1.0f }, + { 1.0f, 0.0f, 0.0f, 1.0f } + } +}; + + + + +static void set_viewport( float x, float y, + float width, float height, + float near, float far) +{ + float z = far; + float half_width = (float)width / 2.0f; + float half_height = (float)height / 2.0f; + float half_depth = ((float)far - (float)near) / 2.0f; + struct pipe_viewport_state vp; + + vp.scale[0] = half_width; + vp.scale[1] = half_height; + vp.scale[2] = half_depth; + vp.scale[3] = 1.0f; + + vp.translate[0] = half_width + x; + vp.translate[1] = half_height + y; + vp.translate[2] = half_depth + z; + vp.translate[3] = 0.0f; + + ctx->set_viewport_state( ctx, &vp ); +} + +static void set_vertices( void ) +{ + struct pipe_vertex_element ve[2]; + struct pipe_vertex_buffer vbuf; + void *handle; + + memset(ve, 0, sizeof ve); + + ve[0].src_offset = Offset(struct vertex, position); + ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + ve[1].src_offset = Offset(struct vertex, color); + ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; + + handle = ctx->create_vertex_elements_state(ctx, 2, ve); + ctx->bind_vertex_elements_state(ctx, handle); + + + vbuf.stride = sizeof(struct vertex); + vbuf.max_index = sizeof(vertices) / vbuf.stride; + vbuf.buffer_offset = 0; + vbuf.buffer = screen->user_buffer_create(screen, + vertices, + sizeof(vertices), + PIPE_BIND_VERTEX_BUFFER); + + ctx->set_vertex_buffers(ctx, 1, &vbuf); +} + +static void set_vertex_shader( void ) +{ + void *handle; + const char *text = + "VERT\n" + "DCL IN[0]\n" + "DCL IN[1]\n" + "DCL OUT[0], POSITION\n" + "DCL OUT[1], COLOR\n" + " 0: MOV OUT[1], IN[1]\n" + " 1: MOV OUT[0], IN[0]\n" + " 2: END\n"; + + handle = graw_parse_vertex_shader(ctx, text); + ctx->bind_vs_state(ctx, handle); +} + + + +static void * +set_fragment_shader( void ) +{ + void *handle; + const char *text = + "FRAG\n" + "DCL IN[0], COLOR, LINEAR\n" + "DCL OUT[0], COLOR\n" + "DCL TEMP[0..1]\n" + " 0: MUL TEMP[0], IN[0], IN[0]\n" + " 1: ADD TEMP[1], IN[0], IN[0]\n" + " 2: SUB OUT[0], TEMP[0], TEMP[1]\n" + " 3: END\n"; + + handle = graw_parse_fragment_shader(ctx, text); + return handle; +} + + +static void draw( void ) +{ + float clear_color[4] = {0, 0, 0, 1}; + int i; + + printf("Creating %d shaders\n", num_iters); + + for (i = 0; i < num_iters; i++) { + void *fs = set_fragment_shader(); + + ctx->bind_fs_state(ctx, fs); + + ctx->clear(ctx, PIPE_CLEAR_COLOR, clear_color, 0, 0); + util_draw_arrays(ctx, PIPE_PRIM_POINTS, 0, 1); + ctx->flush(ctx, PIPE_FLUSH_RENDER_CACHE, NULL); + + ctx->bind_fs_state(ctx, NULL); + ctx->delete_fs_state(ctx, fs); + } + + screen->flush_frontbuffer(screen, surf, window); + ctx->destroy(ctx); + + exit(0); +} + + +static void init( void ) +{ + struct pipe_framebuffer_state fb; + struct pipe_resource *tex, templat; + int i; + + /* It's hard to say whether window or screen should be created + * first. Different environments would prefer one or the other. + * + * Also, no easy way of querying supported formats if the screen + * cannot be created first. + */ + for (i = 0; + window == NULL && formats[i] != PIPE_FORMAT_NONE; + i++) { + + screen = graw_create_window_and_screen(0,0,300,300, + formats[i], + &window); + } + + ctx = screen->context_create(screen, NULL); + if (ctx == NULL) + exit(3); + + templat.target = PIPE_TEXTURE_2D; + templat.format = formats[i]; + templat.width0 = WIDTH; + templat.height0 = HEIGHT; + templat.depth0 = 1; + templat.last_level = 0; + templat.nr_samples = 1; + templat.bind = (PIPE_BIND_RENDER_TARGET | + PIPE_BIND_DISPLAY_TARGET); + + tex = screen->resource_create(screen, &templat); + if (tex == NULL) { + fprintf(stderr, "Unable to create screen texture!\n"); + exit(4); + } + + surf = screen->get_tex_surface(screen, tex, 0, 0, 0, + PIPE_BIND_RENDER_TARGET | + PIPE_BIND_DISPLAY_TARGET); + if (surf == NULL) + exit(5); + + memset(&fb, 0, sizeof fb); + fb.nr_cbufs = 1; + fb.width = WIDTH; + fb.height = HEIGHT; + fb.cbufs[0] = surf; + + ctx->set_framebuffer_state(ctx, &fb); + + { + struct pipe_blend_state blend; + void *handle; + memset(&blend, 0, sizeof blend); + blend.rt[0].colormask = PIPE_MASK_RGBA; + handle = ctx->create_blend_state(ctx, &blend); + ctx->bind_blend_state(ctx, handle); + } + + { + struct pipe_depth_stencil_alpha_state depthstencil; + void *handle; + memset(&depthstencil, 0, sizeof depthstencil); + handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil); + ctx->bind_depth_stencil_alpha_state(ctx, handle); + } + + { + struct pipe_rasterizer_state rasterizer; + void *handle; + memset(&rasterizer, 0, sizeof rasterizer); + rasterizer.cull_face = PIPE_FACE_NONE; + rasterizer.gl_rasterization_rules = 1; + handle = ctx->create_rasterizer_state(ctx, &rasterizer); + ctx->bind_rasterizer_state(ctx, handle); + } + + set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000); + set_vertices(); + set_vertex_shader(); + if (0) + set_fragment_shader(); +} + + +int main( int argc, char *argv[] ) +{ + if (argc > 1) + num_iters = atoi(argv[1]); + + init(); + + graw_set_display_func( draw ); + graw_main_loop(); + return 0; +} _______________________________________________ mesa-commit mailing list mesa-commit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-commit