On Sat, Feb 14, 2015 at 1:54 AM, Ben Widawsky <[email protected]> wrote: > +const char *gs_src = > + "#version 150 \n" > + "layout(triangles) in; \n" > + "layout(triangle_strip, max_vertices = 3) out; \n" > + "in vec4 vertex_to_gs[3]; \n" > + "void main() \n" > + "{ \n" > + " for (int i = 0; i < 3; i++) { \n" > + " gl_Position = vertex_to_gs[i]; \n" > + " EmitVertex(); \n" > + " } \n" > + "} \n"; > + > +#ifdef DISPLAY > +const char *fs_src = > + "#version 150 \n" > + "out vec4 color; \n" > + "void main() \n" > + "{ \n" > + " color = vec4(0.0, 1.0, 0.0, 1.0); \n" > + "} \n"; > +#endif > + > +static struct query queries[] = { > + { > + .query = GL_GEOMETRY_SHADER_INVOCATIONS, > + .name = "GL_GEOMETRY_SHADER_INVOCATIONS", > + .min = NUM_PRIMS}, > + { > + .query = GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB, > + .name = "GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB", > + .min = NUM_PRIMS} > +};
Maybe emit 2 primitives from each invocation (could just emit the very same one twice)? That way it's clear which result is which. -ilia _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
