[Piglit] [PATCH 7/7] Add occlusion-query tests for various meta operations.
Eric Anholt
eric at anholt.net
Thu Jan 10 14:44:19 PST 2013
Carl Worth <cworth at cworth.org> writes:
> diff --git a/tests/all.tests b/tests/all.tests
> index 6ad2a1d..5505072 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -1014,6 +1014,8 @@ arb_occlusion_query = Group()
> spec['ARB_occlusion_query'] = arb_occlusion_query
> add_plain_test(arb_occlusion_query, 'occlusion_query')
> add_plain_test(arb_occlusion_query, 'occlusion_query_lifetime')
> +add_plain_test(arb_occlusion_query, 'occlusion_query_meta_fragments')
> +add_plain_test(arb_occlusion_query, 'occlusion_query_meta_no_fragments')
concurrent
> +static int
> +verify_fragments(GLuint query, const char *operation)
> +{
> + GLint result;
> +
> + glGetQueryObjectiv(query, GL_QUERY_RESULT, &result);
> +
> + if (result == 0) {
> + printf("Occlusion query for %s resulted in 0 samples, (expected non-zero)\n", operation);
> + return 0;
> + }
> +
> + return 1;
> +}
It would be nice to verify that the correct number of fragments is
actually generated, not just != 0. It's not obvious to me without reading the spec
what the right answer would be for glBitmap(), for example.
> + /* No fragments for glBlitFramebuffer */
> + glBeginQuery(GL_SAMPLES_PASSED, query);
> + {
> + glBindFramebuffer(GL_FRAMEBUFFER, fb);
> +
> + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
> + GL_COLOR_ATTACHMENT0_EXT,
> + GL_TEXTURE_2D,
> + texture,
> + 0);
> +
> + glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
> + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
> + glBlitFramebuffer(0, 0, 2, 2,
> + 2, 2, 20, 20,
> + GL_COLOR_BUFFER_BIT, GL_NEAREST);
> + glBindFramebuffer(GL_FRAMEBUFFER, 0);
> + }
Ah, it's done this way to specifically hit the meta path? That might
deserve mention, since I was about to suggest copying from the window to
the window to get the job done.
> + /* Paint the copied texture just ensure it worked. */
> + glEnable(GL_TEXTURE_2D);
> + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> + piglit_draw_rect_tex(22, 2, 18, 18, 0, 0, 1, 1);
If we're not probing the results, it's not much of an ensuring it worked
:P
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