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70 lines
2.9 KiB
70 lines
2.9 KiB
4 months ago
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drawElements Quality Program Test Specification
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-----------------------------------------------
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Copyright 2014 The Android Open Source Project
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Texture gather tests
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Tests:
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+ dEQP-GLES31.functional.texture.gather.*
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Includes:
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+ textureGather, textureGatherOffset and textureGatherOffsets tests
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- Also dynamic-offset variant of textureGatherOffset
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+ All supported texture types
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- 2D
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- 2D array
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- Cube map for offset-less variant only (not defined for others)
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+ rgba8 unorm, uint and int color formats
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+ depth32f format for shadow variants
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- LESS and GREATER comparison functions
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+ For color textures, test each value (0 to 3) for the color component
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argument, as well as no argument (implicit 0)
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+ Power-of-two and non-power-of-two texture sizes
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- Test each wrap mode (clamp to edge, repeat, mirrored repeat) for both S and
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T coordinates
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+ Texture swizzle (for color formats)
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- Test each swizzle source for each color component
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+ Test that filter modes have no effect (assuming texture is still complete)
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+ Base level
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+ For color textures, test gathering from incomplete texture
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+ For offset(s) variants, test various offsets from both the spec-required
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minimum range as well as implementation's range
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Excludes:
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+ Rest of texture formats
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+ Rest of depth comparison functions
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+ Negative tests
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Description:
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The texture gather test group contains tests for the textureGather* group of
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functions.
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Each test case creates and sets up a 2d, 2d array or cube texture with unorm,
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int, uint or depth format. A shader program is created that uses the appropriate
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textureGather* on that texture in the fragment shader, and outputs the resulting
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color as a fragment output. A framebuffer object with a renderbuffer object as
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its color attachment is used; the renderbuffer's format matches that of the
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texture (except for depth formats, for which rgba8 is used). The resulting image
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is read with glReadPixels(), and verified with routines that take coordinate
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imprecisions into account. Multiple shaders and rendering iterations are used,
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so that different color component and/or offset arguments to the textureGather*
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function can be tested.
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The textureGatherOffsets functions, as well as textureGatherOffset with dynamic
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offset, are tested if the GL_EXT_gpu_shader5 extension is supported.
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