Binary that renders a triangle using Open GL, scans the resulting image to a PNG, and makes an occlusion query to determine the number of fragments shaded. To be used as reference when developing Turnip.
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Brian Ho e01c8bfa36 Implement a simple GL program that draws 2 triangles with a depth buffer il y a 5 ans
.gitignore Implement a simple GL program that draws 2 triangles with a depth buffer il y a 5 ans
Makefile Implement a simple GL program that draws 2 triangles with a depth buffer il y a 5 ans
README.md Implement a simple GL program that draws 2 triangles with a depth buffer il y a 5 ans
occlusion.cc Implement a simple GL program that draws 2 triangles with a depth buffer il y a 5 ans
occlusion.frag Implement a simple GL program that draws 2 triangles with a depth buffer il y a 5 ans
occlusion.vert Implement a simple GL program that draws 2 triangles with a depth buffer il y a 5 ans

README.md

Open GL occlusion query demo

Overview

This repo contains the source for an applicaiton that renders triangles using Open GL, saves the output as a PNG, and outputs the number of shaded fragments via an occlusion query. This applicaiton is used as a reference for implementing occlusion queries for Vulkan on Turnip.

Instructions

  • Enter the CrOS chroot and set up the boards you want to test against (setup_board --board=${BOARD}).
  • Emerge mesa, and libpng to the device under test (emerge media-libs/mesa libpng && cros deploy ${IP_ADDR} ${PACKAGES}).
  • make shaders
  • target={local, atlas (i915), cheza (adreno)} make