1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151
|
/*
* 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);
}
|