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78 lines
2.8 KiB
78 lines
2.8 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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Texture format sets
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Tests:
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+ dEQP-GLES3.functional.texture.format.*
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Includes:
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+ Unsized color texture formats:
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- GLES2: ALPHA, LUMINANCE, LUMINANCE_ALPHA, RGB, RGBA
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- GLES3: RED, RG, INTEGER variants
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+ Unsized depth and stencil formats:
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- DEPTH_COMPONENT, DEPTH_STENCIL
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+ All sized color texture formats
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+ All sized depth and stencil texture formats
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+ sRGB texture formats
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+ Following compressed texture formats:
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- ETC1
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- ETC2
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- EAC
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+ Power-of-two and non-power-of-two texture sizes
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+ Texture access from fragment shader with following parameters:
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- Nearest-neighbor filtering
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- Clamp-to-edge wrap mode
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- Single texture, unit 0
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- Named texture object
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- Coordinates in range (0, 0) -> (1, 1)
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+ 2D textures
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+ Cube map textures
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+ 2D array textures
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+ 3D textures
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Excludes:
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+ Other texture wrap and filtering modes
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- Covered in functional.texture.filtering and functional.texture.wrap
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+ Vertex-side texture access
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- Will be covered in functional.texture.vertex tests
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+ Texture format conversions in upload
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- Will be covered in functional.texture.conversion
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Description:
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Texture format tests create a single texture with pre-configured dimensions
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and format. Uncompressed images will be filled with gradient that exercises
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the maximum value range allowed by the format. For compressed formats
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randomized input bits are used to thoroughly exercise all decoding paths.
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Each test case renders one or more times a plain quad that samples a slice
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of the image:
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* 2D textures: Single quad that samples the full texture is rendered.
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* Cubemaps: Each cube face is rendered separately.
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* 2D array textures: Each layer is rendered separately.
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* 3D textures: Each slice is rendered separately.
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The viewport is configured to match the slice size. Texture coordinates
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yield a 1:1 mapping from texels to framebuffer pixels. Thus filtering
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shouldn't affect the resulting images.
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The rendered image is compared against a reference that is produced by
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reference renderer. A simple threshold-based comparison is used.
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