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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