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79 lines
3.4 KiB
79 lines
3.4 KiB
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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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Uniform Buffer Object tests
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Tests:
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+ dEQP-GLES3.functional.ubo.*
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+ dEQP-GLES3.functional.shaders.linkage.uniform_block*
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+ dEQP-GLES3.functional.shaders.declarations.invalid_declarations.uniform_block*
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Includes:
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+ Basic uniform buffer object usage
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- Binding and unbinding uniform buffers
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- Writing uniform buffer data with glBufferData()
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+ Binding uniform buffers to uniform blocks
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- glBindBufferRange()
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- glBindBufferBase()
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- glUniformBlockBinding()
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+ Querying uniform block memory layout
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+ std140 memory layout
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+ Uniform blocks GLSL
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- Basic scalar, vector and matrix types in uniform blocks
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- Samplers in uniform blocks - as negative case!
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- Structures and arrays in uniform blocks
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- Uniform block instance names
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- Uniform block arrays
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- Layout qualifiers: shared, packed, std140, row_major, column_major
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- Negative tests for syntax and semantic errors in declarations
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- Negative tests for uniform block linking
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- Unused uniforms in uniform blocks
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+ Sharing uniform blocks between vertex and fragment shaders
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Excludes:
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+ Mapping uniform buffers
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- Will be covered in buffer mapping tests
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+ Negative tests for uniform buffer API
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- Will be covered in negative API tests
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Description:
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Uniform block tests define a set of uniforms and uniform blocks. In addition two
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subsets are computed: uniforms accessed from vertex shader and uniforms accessed
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from fragment shader respectively. The uniform sets are either specified manually
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or choosen randomly. Values for each uniform are choosen.
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Shaders are generated based on uniform declarations and use set. Each uniform that
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is in "used set" is read and compared against expected value in the shader. Final
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result is a boolean value: true if all uniforms contained expected values and false
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otherwise. Vertex shader result controls green channel: output is 1 if values were
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correct and 0 otherwise. Fragment shader result controls blue channel in the same
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manner.
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Shaders are compiled and linked together. Uniform block layout is queried and
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values are stored into one or more uniform buffers. If std140 memory layout is used,
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a reference memory layout is used instead and queries are made to validate the
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layout computed by implementation prior to issuing any draw calls.
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A single quad consisting of two triangles is rendered and resulting framebuffer
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pixels are checked. If all pixels are white and uniform layout queries didn't
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return any unexpected values or errors, test case passes.
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Negative tests for compiler and linker use a pair of hand-written shaders. Compile
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or link is verified to return failure.
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