This commit is not intended to be added to piglit master, but it shows an example of how the previous shader_runner commits can be used.
Signed-off-by: Jordan Justen <[email protected]> --- 1080p-depth-glsl-clear.shader_test | 39 ++++++++++++++++++++++++++++++++++++ 1080p-depth-hiz-clear.shader_test | 39 ++++++++++++++++++++++++++++++++++++ 2 files changed, 78 insertions(+) create mode 100644 1080p-depth-glsl-clear.shader_test create mode 100644 1080p-depth-hiz-clear.shader_test diff --git a/1080p-depth-glsl-clear.shader_test b/1080p-depth-glsl-clear.shader_test new file mode 100644 index 0000000..d5d9d68 --- /dev/null +++ b/1080p-depth-glsl-clear.shader_test @@ -0,0 +1,39 @@ +# Micro benchmark for ~1080p depth clear + +[require] +GLSL >= 1.10 +SIZE 1920 1080 +DEPTH + +[vertex shader] +void main() +{ + gl_Position = vec4(0); +} + +[fragment shader] +void main() +{ + gl_FragColor = vec4(0); +} + +[test] +# Do several non-timed clears to make timed result more consistent +clear depth 0.0 +scissor 1 0 1919 1080 +clear +finish +clear +finish +clear +finish +clear +finish +clear +finish + +echo glScissor(1, 0, 1919, 1080) (glsl clear path) +time reset +clear +finish +time show diff --git a/1080p-depth-hiz-clear.shader_test b/1080p-depth-hiz-clear.shader_test new file mode 100644 index 0000000..b96716d --- /dev/null +++ b/1080p-depth-hiz-clear.shader_test @@ -0,0 +1,39 @@ +# Micro benchmark for 1080p depth clear + +[require] +GLSL >= 1.10 +SIZE 1920 1080 +DEPTH + +[vertex shader] +void main() +{ + gl_Position = vec4(0); +} + +[fragment shader] +void main() +{ + gl_FragColor = vec4(0); +} + +[test] +# Do several non-timed clears to make timed result more consistent +clear depth 0.0 +scissor off +clear +finish +clear +finish +clear +finish +clear +finish +clear +finish + +echo glScissor OFF (hiz fast depth clear path) +time reset +clear +finish +time show -- 1.7.10.4 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
