Carl Worth <[email protected]> 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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