/* * 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_geom.c * * This test verifies that the vertex shader related tokens of * ARB_pipeline_statistics_query() work as expected. OpenGL 4.4 Specification, * Core Profile. * * When BeginQuery is called with a target of GEOMETRY_SHADER_INVOCATIONS, * the geometry shader invocations count maintained by the GL is set to zero. * When a geometry shader invocations query is active, the counter is * incremented every time the geometry shader is invoked (see section 11.3). * In case of instanced geometry shaders (see section 11.3.4.2) the geometry * shader invocations count is incremented for each separate instanced * invocation. * * When BeginQuery is called with a target of GEOMETRY_SHADER_PRIMITIVES_- * EMITTED_ARB, the geometry shader output primitives count maintained by the * GL is set to zero. When a geometry shader primitives emitted query is * active, the counter is incremented every time the geometry shader emits * a primitive to a vertex stream that is further processed by the GL (see * section 11.3.2). Restarting primitive topology using the shading language * built-in functions EndPrimitive or EndStreamPrimitive does not increment * the geometry shader output primitives count. * * (The chicken clause) * The result of geometry shader queries may be implementation dependent due * to reasons described in section 11.1.3. */ #include "piglit-util-gl.h" #include "pipestat_help.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 32; config.supports_gl_compat_version = 32; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END const char *vs_src = "#version 150 \n" "in vec4 piglit_vertex; \n" "out vec4 vertex_to_gs; \n" "void main() \n" "{ \n" " vertex_to_gs = piglit_vertex;\n" "} \n"; const char *gs_src = "#version 150 \n" "layout(triangles) in; \n" "layout(triangle_strip, max_vertices = 6) out; \n" "in vec4 vertex_to_gs[3]; \n" "void main() \n" "{ \n" " for (int i = 0; i < 6; i++) { \n" " gl_Position = vertex_to_gs[i % 3]; \n" " EmitVertex(); \n" " } \n" "} \n"; #ifdef DISPLAY const char *fs_src = "#version 150 \n" "out vec4 color; \n" "void main() \n" "{ \n" " color = vec4(0.0, 1.0, 0.0, 1.0); \n" "} \n"; #endif static struct query queries[] = { { .query = GL_GEOMETRY_SHADER_INVOCATIONS, .min = NUM_PRIMS, .max = NUM_PRIMS}, /* There are going to be NUM_PRIMS invocations, and for each invocation * we're going to write 6 vertices in a tristrip, which is 4 triangles. * So NUM_PRIMS * 4 is what we expect here */ { .query = GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB, .min = NUM_PRIMS * 4, .max = NUM_PRIMS * 4} }; 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 vs, gs, prog; piglit_require_gl_version(15); piglit_require_GLSL(); do_query_init(queries, ARRAY_SIZE(queries)); prog = glCreateProgram(); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_src); gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, gs_src); #ifndef DISPLAY glEnable(GL_RASTERIZER_DISCARD); #else glAttachShader(prog, piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_src)); #endif glAttachShader(prog, vs); glAttachShader(prog, gs); glLinkProgram(prog); if (!piglit_link_check_status(prog)) { glDeleteProgram(prog); piglit_report_result(PIGLIT_FAIL); } glUseProgram(prog); }