/* * 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_vert_adj.c * * This test verifies that the vertex shader related tokens of * ARB_pipeline_statistics_query() work as expected. Much of this was derived * from ignore-adjacent-vertices.c * * 10.11 * In case of primitive types with adjacency information (see sections 10.1.11 * through 10.1.14) only the vertices belonging to the main primitive are * counted but not the adjacent vertices. In case of line loop primitives * implementations are allowed to count the first vertex twice for the * purposes of VERTICES_SUBMITTED_ARB queries. Additionally, vertices * corresponding to incomplete primitives may or may not be counted. * * I read this as: the only definite thing we can test across implementation is * discarding adjacent vertices. */ #include "piglit-util-gl.h" #include "pipestat_help.h" PIGLIT_GL_TEST_CONFIG_BEGIN /* I believe the adjacency tokens require 3.2 GS */ config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END static const char *vs_src = "#version 130 \n" " \n" "in vec4 piglit_vertex; \n" "void main() \n" "{ \n" " gl_Position = piglit_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_PRIMITIVES_SUBMITTED_ARB, .min = 1}, /* Going to emit a line */ { .query = GL_VERTICES_SUBMITTED_ARB, .min = 2, .max = 4}, /*(26) Should VERTICES_SUBMITTED_ARB count adjacent vertices in case of primitives with adjacency? */ { .query = GL_VERTEX_SHADER_INVOCATIONS_ARB, .min = 2, .max = 4} }; static void draw(void) { /* 4 components, 2 verts for a line, and 1 vert for adjacency per vertex * that makes up the line. The values really don't matter for this. */ static const float vertex_data[] = { 0.0f, 0.0f, 0.0f, 1.0f, /* Adjacent vert */ 0.2f, 0.5f, 0.0f, 1.0f, /* Vert 0 */ 0.8f, 0.5f, 0.0f, 1.0f, /* Vert 1 */ 1.0f, 0.0f, 0.0f, 1.0f /* Adjacent vert */ }; glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data, GL_STREAM_DRAW); glDrawArrays(GL_LINES_ADJACENCY, 0, 4); #ifdef DISPLAY piglit_present_results(); #endif } enum piglit_result piglit_display(void) { return do_query_func(queries, ARRAY_SIZE(queries), draw); } void piglit_init(int argc, char *argv[]) { GLuint prog, array, buf; glGenVertexArrays(1, &array); glBindVertexArray(array); glGenBuffers(1, &buf); glBindBuffer(GL_ARRAY_BUFFER, buf); prog = piglit_build_simple_program(vs_src, fs_src); glVertexAttribPointer(0, /* index */ 4, /* size */ GL_FLOAT, /* type */ GL_FALSE, /* normalized */ 0, /* stride */ NULL /* pointer */); glEnableVertexAttribArray(0); #ifndef DISPLAY glEnable(GL_RASTERIZER_DISCARD); #endif do_query_init(queries, ARRAY_SIZE(queries)); if (!piglit_link_check_status(prog)) { glDeleteProgram(prog); piglit_report_result(PIGLIT_FAIL); } glUseProgram(prog); }