On 11/22/2016 08:39 AM, Xu, Randy wrote:
Hi ,Tapani

With this pbuffer patch, only three EGL dEQP failure remained on Android 
platform , they are under investigation now

dEQP-EGL.functional.image.create#gles2_renderbuffer_depth16_depth_buffer fail due to 
"=== with config {glformat=rgba8888d24s8ms0,rotation=unspecified,surfacetype=window} 
==="
dEQP-EGL.functional.image.modify#renderbuffer_depth16_renderbuffer_clear_depth fail due 
to "=== with config 
{glformat=rgba8888d24s8ms0,rotation=unspecified,surfacetype=window} ==="
dEQP-EGL.functional.image.render_multiple_contexts#gles2_renderbuffer_depth16_depth_buffer
 fail due to "=== with config 
{glformat=rgba8888d24s8ms0,rotation=unspecified,surfacetype=window} ==="

The multithread cases can pass on Android.

Not for me

Thanks,
Randy


-----Original Message-----
From: Palli, Tapani
Sent: Tuesday, November 22, 2016 2:32 PM
To: Tomasz Figa <tf...@chromium.org>
Cc: Long, Zhifang <zhifang.l...@intel.com>; Liu, Zhiquan <zhiquan....@intel.com>; Xu, Randy 
<randy...@intel.com>; Emil Velikov <emil.l.veli...@gmail.com>; Kondapally, Kalyan 
<kalyan.kondapa...@intel.com>; ML mesa-dev <mesa-dev@lists.freedesktop.org>
Subject: Re: [Mesa-dev] EGL/android: pbuffer implementation.



On 11/22/2016 08:08 AM, Tapani Pälli wrote:


On 11/22/2016 08:02 AM, Tomasz Figa wrote:
On Tue, Nov 22, 2016 at 2:44 PM, Tapani Pälli
<tapani.pa...@intel.com>
wrote:


On 11/21/2016 04:15 PM, Emil Velikov wrote:

On 21 November 2016 at 07:23, Tomasz Figa <tf...@chromium.org> wrote:

Hi,

On Wed, Nov 16, 2016 at 11:11 AM, Liu Zhiquan
<zhiquan....@intel.com>
wrote:
@@ -775,14 +837,6 @@ droid_add_configs_for_visuals(_EGLDriver
*drv, _EGLDisplay *dpy)
    for (i = 0; dri2_dpy->driver_configs[i]; i++) {
       const EGLint surface_type = EGL_WINDOW_BIT | EGL_PBUFFER_BIT;
       struct dri2_egl_config *dri2_conf;
-      unsigned int double_buffered = 0;
-
-      dri2_dpy->core->getConfigAttrib(dri2_dpy->driver_configs[i],
-         __DRI_ATTRIB_DOUBLE_BUFFER, &double_buffered);
-
-      /* support only double buffered configs */
-      if (!double_buffered)
-         continue;


Does it really just work like this? Last time I checked the list
of configs generated after such change it contained
single-buffered-only configs with window surface bit set and
double-buffered-only configs with pbuffer bit set, both of which
are invalid. Moreover, this caused some dEQP tests to fail. How was this patch 
tested?

Afaict the patch has (should have?) gone through the Intel CI,
although I'm not sure if the latter builds/runs Android/ARC.


It did go through CI but it does not run any Android/ARC tests.
AFAIK Zhiquan did run pbuffer related tests and reported them
passing on Android.
Which dEQP tests were regressed?

The tests I'm concerned with are all
dEQP-EGL.functional.query_context.get_current_context.*_pbuffer tests.
In my testing on BSW and BDW, a change identical to the part quoted
above made eglGetConfigs() return double buffered configs for
pbuffers, which made the mentioned tests fail because of invalid
config at surface creation time (or SIGSEGV, before my NULL pointer
fix - 94282b6dd0 egl/android: Check return value of
dri2_get_dri_config()).

OK thanks, we will run these tests today and see if something got broken.

I did run all EGL tests now and all of the above 'get_current_context.*pbuffer' 
tests pass (some formats are skipped though). I don't have specifically BSW and 
BDW right now though, this was run on Joule (BXT).

With my run I got 7 failing EGL tests:

dEQP-EGL.functional.image.modify.tex_rgb5_a1_tex_subimage_rgba8
dEQP-EGL.functional.image.render_multiple_contexts.gles2_renderbuffer_depth16_depth_buffer
dEQP-EGL.functional.multithread.window
dEQP-EGL.functional.multithread.pbuffer_window
dEQP-EGL.functional.multithread.window_context
dEQP-EGL.functional.multithread.pbuffer_window_context
dEQP-EGL.performance.make_current.multi_surface.context_windows_10

(1999 passing, 1616 skipped)

Not sure if multithread ones ever passed. On desktop many of them fail because 
dEQP does not call XInitThreads().


Note that I haven't tested exactly this patch, just a similar change,
identical in terms of the quoted part above. It is also possible that
something changed in other part of the EGL stack, which fixed the
problem. I will retest current Mesa master a bit later.

Best regards,
Tomasz


// Tapani
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to