[Piglit] [PATCH] Fix expected behavior of glBlitFramebuffer() with conditional rendering
Eric Anholt
eric at anholt.net
Fri Apr 25 18:06:13 PDT 2014
Anuj Phogat <anuj.phogat at gmail.com> writes:
> It is clarified on page 679 of OpenGL 4.4 core profile spec:
> "Added BlitFramebuffer to commands affected by conditional
> rendering in section 10.10 (Bug 9562)."
>
> This addition is also made to OpenGL 4.4 compatibility profile spec.
>
> Tests the bug fix made in mesa commits 1d350b9 and 8ed42dd:
> "i965: Add glBlitFramebuffer to commands affected by conditional
> rendering"
>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
> tests/spec/nv_conditional_render/blitframebuffer.c | 15 ++++++++-------
> 1 file changed, 8 insertions(+), 7 deletions(-)
>
> diff --git a/tests/spec/nv_conditional_render/blitframebuffer.c b/tests/spec/nv_conditional_render/blitframebuffer.c
> index 6d83316..c410973 100644
> --- a/tests/spec/nv_conditional_render/blitframebuffer.c
> +++ b/tests/spec/nv_conditional_render/blitframebuffer.c
> @@ -27,11 +27,11 @@
> /**
> * @file blitframebuffer.c
> *
> - * Tests that conditional rendering does not affect glBlitFramebuffer().
> + * Tests that conditional rendering also affects glBlitFramebuffer().
> *
> - * It's something that would be likely to be implemented through
> - * normal rendering inside of the driver, and thus easy to
> - * accidentally disable during conditional rendering.
> + * It is clarified on page 679 of OpenGL 4.4 spec:
> + * "Added BlitFramebuffer to commands affected by conditional rendering in
> + * section 10.10 (Bug 9562)."
> */
>
> PIGLIT_GL_TEST_CONFIG_BEGIN
> @@ -112,7 +112,7 @@ piglit_display(void)
> glBeginQuery(GL_SAMPLES_PASSED, q);
> glEndQuery(GL_SAMPLES_PASSED);
>
> - /* This should not be affected by conditional rendering. */
> + /* This should be affected by conditional rendering. */
> glBeginConditionalRenderNV(q, GL_QUERY_WAIT_NV);
> blit_window_to_tex(texture, piglit_width, piglit_height / 2);
> glEndConditionalRenderNV();
> @@ -123,8 +123,9 @@ piglit_display(void)
> 0, 0, 1, 1);
> glDisable(GL_TEXTURE_2D);
>
> - pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
> - green);
> + pass = piglit_probe_rect_rgba(0, piglit_width / 2,
> + piglit_width, piglit_height / 2,
> + red);
>
> piglit_present_results();
I'd prefer to keep things as "success is a screen full of green". I
think that should just be a matter of doing blit_window_to_tex from
the green half of the window instead of the red half.
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