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57 lines
2.3 KiB
57 lines
2.3 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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Texture format performance tests
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Tests:
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+ dEQP-GLES2.performance.texture.format.*
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Includes:
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+ Texture lookup performance with all uncompressed texture formats
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+ 2D and cubemap textures
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+ Texture lookup in vertex and fragment shaders
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+ Nearest neighbor -filtering and clamp to edge -wrap mode
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Excludes:
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+ Performance of other filtering or wrap modes
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- Covered performance.texture.filtering and performance.texture.wrap
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Description:
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Test cases measure performance of 2D and cubemap texture lookups without
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filtering (nearest neighbor mode). Shader body is populated with one or
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more texture lookups, each targeting different texture unit. There are
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test cases for the most relevant texture lookup counts.
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Texture lookups use same coordinates and lookup results are multiplied
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together to produce the final color for vertex or fragment. Additive
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blending is used to force fragment shader execution for all fragments.
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Texture size is the same as viewport size. Each texture unit uses a unique
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texture object. Texture objects are however re-used across draw calls.
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Textures are sampled in range (0, 0) -> (1, 1). Vertex-side tests use
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2x2 pixel quads, e.g. each vertex gives a color for single pixel.
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In this configuration viewportW*viewportH*numTextures unique texels are
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sampled in each draw call.
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Per-iteration draw call count is automatically chosen so that rendering runs
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approximately 30fps. Result is MPix/s or MVert/s computed from number of draw
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calls and actual frame time.
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See performance.txt for more details on shader performance testing.
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