On Sat, Feb 14, 2015 at 1:54 AM, Ben Widawsky
<[email protected]> wrote:
> +static struct query queries[] = {
> +       {
> +        .query = GL_FRAGMENT_SHADER_INVOCATIONS_ARB,
> +        .name = "GL_FRAGMENT_SHADER_INVOCATIONS_ARB",
> +        .min = TEST_WIDTH * TEST_HEIGHT / 2,
> +        .max = 0xffffffff},
> +       /* XXX:
> +        * Intel hardware has some very unpredictable results for fragment
> +        * shader invocations. After a day of head scratching, I've given up.
> +        * Generating a real min, or max is not possible. The spec allows 
> this.
> +        * This will also help variance across vendors.
> +        */

Is there a working theory as to how this could be less than width *
height? Does it count 1 per quad? (Or how it could be much more than
width * height... I can see edges getting processed unnecessarily,
but... max_int seems high.)
_______________________________________________
Piglit mailing list
[email protected]
http://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to