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/*
* 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.c
*
* This test verifies that the vertex shader related tokens of
* ARB_pipeline_statistics_query() work as expected. OpenGL 4.4 Specification,
* Core Profile.
*
* Section 11.1.3 as quoted below makes it sound like we can't actually
* reliably count on any of these values. Consider that information when
* investigating failures.
*
* 10.1
* When BeginQuery is called with a target of VERTICES_SUBMITTED_ARB, the
* submitted vertices count maintained by the GL is set to zero. When a
* vertices submitted query is active, the submitted vertices count is
* incremented every time a vertex is transferred to the GL (see sections
* 10.3.4, and 10.5). 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.
*
* When BeginQuery is called with a target of PRIMITIVES_SUBMITTED_ARB, the
* submitted primitives count maintained by the GL is set to zero. When a
* primitives submitted query is active, the submitted primitives count is
* incremented every time a point, line, triangle, or patch primitive is
* transferred to the GL (see sections 10.1, 10.3.5, and 10.5). Restarting a
* primitive topology using the primitive restart index has no effect on the
* issued primitives count. Incomplete primitives may or may not be counted.
*
* 11.1.3 (the chicken clause)
* Implementations are allowed to skip the execution of certain shader
* invocations, and to execute additional shader invocations for any shader
* type during programmable vertex processing due to implementation dependent
* reasons, including the execution of shader invocations that don't have an
* active program object present for the particular shader stage, as long as
* the results of rendering otherwise remain unchanged.
*/
#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;
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 struct query queries[] = {
{
.query = GL_PRIMITIVES_SUBMITTED_ARB,
.min = NUM_PRIMS},
{
.query = GL_VERTICES_SUBMITTED_ARB,
.min = NUM_VERTS},
{
.query = GL_VERTEX_SHADER_INVOCATIONS_ARB,
.min = NUM_VERTS}
};
/* Use DISPLAY for debug */
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, prog;
piglit_require_gl_version(11);
piglit_require_GLSL();
#ifndef DISPLAY
glEnable(GL_RASTERIZER_DISCARD);
#endif
do_query_init(queries, ARRAY_SIZE(queries));
/* Emit a very simply vertex shader just to make sure we actually go
* through the part of the pipeline we're trying to test. */
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_src);
prog = glCreateProgram();
glAttachShader(prog, vs);
glLinkProgram(prog);
if (!piglit_link_check_status(prog)) {
glDeleteProgram(prog);
piglit_report_result(PIGLIT_FAIL);
}
glUseProgram(prog);
}
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