Reviewed-by: Tapani Pälli <[email protected]>

On 01/31/2016 03:35 PM, Ilia Mirkin wrote:
Test both MS and per-sample shaded cases. With MS, there should be no
additional invocations, while with per-sample shading, each sample
should be counted.

Signed-off-by: Ilia Mirkin <[email protected]>
---

v1 -> v2: properly account for double-drawing of the seam at MS4 without 
per-sample shading.

  tests/spec/arb_framebuffer_no_attachments/atomic.c | 30 ++++++++++++++++++++++
  1 file changed, 30 insertions(+)

diff --git a/tests/spec/arb_framebuffer_no_attachments/atomic.c 
b/tests/spec/arb_framebuffer_no_attachments/atomic.c
index 0c62ac3..382c938 100644
--- a/tests/spec/arb_framebuffer_no_attachments/atomic.c
+++ b/tests/spec/arb_framebuffer_no_attachments/atomic.c
@@ -157,6 +157,36 @@ piglit_init(int argc, char **argv)
pass &= compare_counter(4, "glViewport"); + /* Reset counter and add samples to the default fb */
+       reset_counter();
+       glViewport(0, 0, piglit_width, piglit_height);
+       glFramebufferParameteri(GL_FRAMEBUFFER,
+                               GL_FRAMEBUFFER_DEFAULT_SAMPLES, 4);
+
+       piglit_draw_rect(-1, -1, 2, 2);
+
+       if (piglit_width == piglit_height) {
+               /* The seam gets double-drawn */
+               pass &= compare_counter((piglit_width + 1) * piglit_height,
+                                       "MS4");
+       } else {
+               piglit_report_subtest_result(PIGLIT_SKIP, "MS4");
+       }
+
+       if (piglit_is_extension_supported("GL_ARB_sample_shading")) {
+               /* Reset counter and enable per-sample shading */
+               reset_counter();
+               glEnable(GL_SAMPLE_SHADING_ARB);
+               glMinSampleShadingARB(1.0);
+
+               piglit_draw_rect(-1, -1, 2, 2);
+
+               pass &= compare_counter(piglit_width * piglit_height * 4,
+                                       "Per-sample");
+       } else {
+               piglit_report_subtest_result(PIGLIT_SKIP, "Per-sample");
+       }
+
        glDeleteFramebuffers(1, &fbo);
        glDeleteVertexArrays(1, &vao);
        glDeleteBuffers(1, &buffer);

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