On Sat, Feb 14, 2015 at 02:07:32AM -0500, Ilia Mirkin wrote: > 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.)
No working theory on min, but I figured if we're going to fudge the max, we may as well fudge the min. What would you like as a max? I can show you hardware which generates way more invocations than anything I can contrive. 1440 invocations for an 8x8. -- Ben Widawsky, Intel Open Source Technology Center _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
