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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_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);
}
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