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.
選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。
Brian Ho fa9e5955c0 Deploy to a subdirectory on DUT 5年前
.gitignore Implement a simple GL program that draws 2 triangles with a depth buffer 5年前
Makefile Deploy to a subdirectory on DUT 5年前
README.md Add an occlusion query to count shaded fragments 5年前
occlusion.cc Use GL instead of GLES for GL_ARB_occlusion_query support 5年前
occlusion.frag Use GL instead of GLES for GL_ARB_occlusion_query support 5年前
occlusion.vert Deploy to a subdirectory on DUT 5年前

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