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59 lines
2.4 KiB
59 lines
2.4 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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Indirect Compute Dispatch
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Tests:
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+ dEQP-GLES31.functional.compute.indirect_dispatch.*
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Includes:
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+ glDispatchComputeIndirect()
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+ Single and multiple dispatch calls from a single buffer
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+ One or several work groups
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+ One or several items per work group
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+ Offsets within buffer
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+ Empty dispatch commands (0 work groups)
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+ Buffers uploaded from application side
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+ Buffers generated using compute shaders
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- Synchronization with GL_COMMAND_BARRIER_BIT
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Excludes:
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+ Negative tests
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+ Robustness tests
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Description:
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Indirect dispatch tests allocate a buffer and fill it with one or more
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dispatch commands. In upload_buffer cases commands are written using
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glBufferData(). In gen_in_compute cases a compute shader is first dispatches,
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that writes out the commands into the buffer by accessing the command buffer
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as a SSBO. Memory barrier is issued after the first compute shader in
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gen_in_compute cases.
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Actual indirect compute tasks use a simple compute shader, that has access to
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a SSBO with two fields. One is reference work group count (uvec3) and another
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is output uint field, that is incremented atomically for each invocation,
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where comparison between gl_NumWorkGroups and the reference count passed.
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Once the command buffer has been generated, one or more indirect dispatch
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calls are made. SSBO binding offset is adjusted between each call to allocate
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a different portion of the input/output buffer for each call. After calls have
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been issued, result buffer is mapped for reading and pass counts are verified.
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No explicit synchronization call is made prior to mapping the buffer so GL is
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responsible of synchronizing the tasks.
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