util_report_result(pass);
}
+static void
+null_fragment_shader(struct pipe_context *ctx)
+{
+ struct cso_context *cso;
+ struct pipe_resource *cb;
+ void *vs;
+ struct pipe_rasterizer_state rs = {0};
+ struct pipe_query *query;
+ union pipe_query_result qresult;
+
+ cso = cso_create_context(ctx);
+ cb = util_create_texture2d(ctx->screen, 256, 256,
+ PIPE_FORMAT_R8G8B8A8_UNORM);
+ util_set_common_states_and_clear(cso, ctx, cb);
+
+ /* No rasterization. */
+ rs.rasterizer_discard = 1;
+ cso_set_rasterizer(cso, &rs);
+
+ vs = util_set_passthrough_vertex_shader(cso, ctx, false);
+
+ query = ctx->create_query(ctx, PIPE_QUERY_PRIMITIVES_GENERATED, 0);
+ ctx->begin_query(ctx, query);
+ util_draw_fullscreen_quad(cso);
+ ctx->end_query(ctx, query);
+ ctx->get_query_result(ctx, query, true, &qresult);
+
+ /* Cleanup. */
+ cso_destroy_context(cso);
+ ctx->delete_vs_state(ctx, vs);
+ ctx->destroy_query(ctx, query);
+ pipe_resource_reference(&cb, NULL);
+
+ /* Check PRIMITIVES_GENERATED. */
+ util_report_result(qresult.u64 == 2);
+}
+
/**
* Run all tests. This should be run with a clean context after
* context_create.
{
struct pipe_context *ctx = screen->context_create(screen, NULL, 0);
+ null_fragment_shader(ctx);
tgsi_vs_window_space_position(ctx);
null_sampler_view(ctx, TGSI_TEXTURE_2D);
null_sampler_view(ctx, TGSI_TEXTURE_BUFFER);