/* * Copyright © 2014 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** \file pipeline_stats_frag.c * * This test verifies that the fragment shader related tokens of * ARB_pipeline_statistics_query() work as expected. I believe these values * are safe to use on all hardware but I am not certain. One again we get the * beloved, "can't rely on values clause." For the most part this makes senes * since implementations can very well process too many vertices - but the * clause also allows too few. The former case is accounted for within this code. * * 15.2 (Another chicken clause) * Implementations are allowed to skip the execution of certain fragment * shader invocations, and to execute additional fragment shader invocations * during programmable fragment processing due to implementation dependent * reasons, including the execution of fragment shader invocations when there * isn't an active program object present for the fragment shader stage, as * long as the results of rendering otherwise remain unchanged. * * 15.3 * When BeginQuery is called with a target of FRAGMENT_SHADER_INVOCATIONS_ARB, * the fragment shader invocations count maintained by the GL is set to zero. * When a fragment shader invocations query is active, the counter is * incremented every time the fragment shader is invoked (see section 15.2). * The result of fragment shader queries may be implementation dependent due * to reasons described in section 15.2. */ #include "piglit-util-gl.h" #include "pipestat_help.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 30; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.window_width = TEST_WIDTH; config.window_height = TEST_HEIGHT; PIGLIT_GL_TEST_CONFIG_END static const char *vs_src = "#version 110 \n" " \n" "void main() \n" "{ \n" " gl_Position = gl_Vertex; \n" "} \n"; static const char *fs_src = "#version 110 \n" " \n" "void main() \n" "{ \n" " gl_FragColor = vec4(0, 1, 0, 1); \n" "} \n"; static struct query queries[] = { { .query = GL_FRAGMENT_SHADER_INVOCATIONS_ARB, .min = TEST_WIDTH * TEST_HEIGHT, .max = TEST_WIDTH * TEST_HEIGHT * 3 / 2}, /* XXX: * Intel hardware has some very unpredictable results for fragment * shader invocations. After a day of head scratching, I've given up. * Generating a real min, or max is not possible. The spec allows this. * This will also help variance across vendors. */ }; enum piglit_result piglit_display(void) { enum piglit_result ret = do_query(queries, ARRAY_SIZE(queries)); #ifdef DISPLAY piglit_present_results(); #endif return ret; } void piglit_init(int argc, char *argv[]) { GLuint prog; piglit_require_gl_version(11); piglit_require_GLSL(); do_query_init(queries, ARRAY_SIZE(queries)); prog = piglit_build_simple_program(vs_src, fs_src); glUseProgram(prog); }