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
