[Piglit] [PATCH 04/10] nv_conditional_render: port tests to gles3

Erik Faye-Lund erik.faye-lund at collabora.com
Tue Nov 6 18:38:38 UTC 2018


On Tue, 2018-11-06 at 13:25 -0500, Ilia Mirkin wrote:
> On Tue, Nov 6, 2018 at 1:14 PM Erik Faye-Lund
> <erik.faye-lund at collabora.com> wrote:
> > On Mon, 2018-11-05 at 23:56 -0500, Ilia Mirkin wrote:
> > > On Mon, Nov 5, 2018 at 1:35 PM Erik Faye-Lund
> > > <erik.faye-lund at collabora.com> wrote:
> > > > 
> > > > On Nov 5, 2018 19:20, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
> > > > 
> > > > Unless there's something that makes this a pain for ES2, I'd
> > > > rather
> > > > these tests were runnable with gl_es_version = 20. You can test
> > > > with
> > > > MESA_GLES_VERSION_OVERRIDE=20.
> > > > 
> > > > 
> > > > Yeah, I already started on this. There's a few of them that
> > > > won't
> > > > work on es2, like the blitframebuffer test etc. I'll send an
> > > > updated version soon.
> > > 
> > > It's not necessary to kill yourself making all of these work in
> > > ES2.
> > > If they don't work without larger changes, keep them at ES3.
> > 
> > Yeah, OK. It gets kinda hairy with the ARB_occlusion_query vs
> > GL_EXT_occlusion_query_boolean bits, at least if we want to support
> > both. So yeah, perhaps getting the tests running on gles3 is OK for
> > now?
> 
> Are you saying that for all of them are hairy? Or just some of them?
> I
> don't think GLES3 occlusion queries are any more full-featured than
> GL_EXT_occlusion_query_boolean allows for...
> 
>   -ilia

Kinda all of them.

It's about GL_SAMPLES_PASSED vs GL_ANY_SAMPLES_PASSED_EXT and
glGenQueries vs glGenQueriesEXT. Since GL_ANY_SAMPLES_PASSED isn't part
of ARB_occlusion_query (only ARB_occlusion_query2 and
GL_EXT_occlusion_query_boolean), either we need some additional logic
to switch between the enums...

Additionally, it seems I need to use the EXT aliases of the functions
on GLES2. On GLES3, I can use the non-EXT versions that the tests
currently use.

Perhaps for the latter issue, I kinda need to deal with that anyway to
get rid of the OpenGL 2.0 requirement that my first patch does?

These things aren't impossible to solve (perhaps by introducing some
helpers?), but it's a bit more involved than what I'm currently
doing...



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