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.
Vous ne pouvez pas sélectionner plus de 25 sujets Les noms de sujets doivent commencer par une lettre ou un nombre, peuvent contenir des tirets ('-') et peuvent comporter jusqu'à 35 caractères.
Brian Ho fa9e5955c0 Deploy to a subdirectory on DUT 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 Deploy to a subdirectory on DUT il y a 5 ans
README.md Add an occlusion query to count shaded fragments il y a 5 ans
occlusion.cc Use GL instead of GLES for GL_ARB_occlusion_query support il y a 5 ans
occlusion.frag Use GL instead of GLES for GL_ARB_occlusion_query support il y a 5 ans
occlusion.vert Deploy to a subdirectory on DUT 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 x11-drivers/opengles-headers media-libs/mesa libpng && cros deploy ${IP_ADDR} ${PACKAGES}).
  • make shaders
  • target={local, atlas (i915), cheza (adreno)} make