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60 lines
2.5 KiB
60 lines
2.5 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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-------------------------------------------------------------------------
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Program-specific Uniform Assignment Tests
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Tests:
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+ dEQP-GLES31.functional.program_uniform.*
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Includes:
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+ Assigning uniform values for a single program with glProgramUniform*
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+ Various uniform types
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- Most basic types
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- Structs and arrays, including nested
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+ Both by-pointer and by-value variants of functions tested
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+ Uniforms used in vertex shader, fragment shader, or both
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+ Verify by glGetUniform* or rendering
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Excludes:
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+ Assigning uniforms to multiple programs
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+ Sampler types other than 2d and cube
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+ Negative tests
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Description:
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The glProgramUniform* tests use the alternative uniform assignment API (in
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contrast to the glUniform* functions) for assigning uniform values to a
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different program than the currently active one.
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Various combinations of uniforms are tested: single basic-type uniforms, arrays,
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structs, and nested structures with arrays. Each active uniform is assigned
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a value using an appropriate glProgramUniform* function, either the pointer
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variant or the value variant (if possible; for instance, matrices can only be
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assigned using the pointer variant). Arrays with basic element type can have
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their first element identified using either just the array's name or that
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appended with "[0]"; both methods are tested.
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To verify that the correct uniform values were assigned, either the uniform
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values are queried with glGetUniform* or the shaders are rendered with; the
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shaders are constructed such that the result should be an all-green quad if
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the uniforms have correct values, and all-black otherwise.
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At the beginning of each test case, a dummy program is created and made active
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with glUseProgram; otherwise, the glProgramUniform* calls would behave just as
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the corresponding glUniform* calls.
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