1------------------------------------------------------------------------- 2drawElements Quality Program Test Specification 3----------------------------------------------- 4 5Copyright 2014 The Android Open Source Project 6 7Licensed under the Apache License, Version 2.0 (the "License"); 8you may not use this file except in compliance with the License. 9You may obtain a copy of the License at 10 11 http://www.apache.org/licenses/LICENSE-2.0 12 13Unless required by applicable law or agreed to in writing, software 14distributed under the License is distributed on an "AS IS" BASIS, 15WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 16See the License for the specific language governing permissions and 17limitations under the License. 18------------------------------------------------------------------------- 19 GL3 texture buffer object tests. 20 21Tests: 22 + dEQP-GL3.functional.texture_buffer.* 23 24Includes: 25 + Rendering 26 - As vertex texture 27 - As fragment texture 28 - As vertex array 29 - As index array 30 - All combinations of above 31 + Different buffer sizes 32 - Including larger than max texture size 33 34 + Modifications 35 - glBufferData 36 - glBufferSubData 37 - glMapBufferRange with write-only and read-write 38 39Excludes: 40 + Reading pixels to buffer 41 + Transform feedback 42 + Negative test 43 44Description: 45 46Rendering tests create a texture buffer object and render to the default 47framebuffer using the texture buffer as different data sources. The texture 48buffer object is used as vertex array, index array, vertex texture and fragment 49texture. Rendering using the texture buffer object simultaneously in different 50ways is also tested. 51 52Modifying tests create a texture buffer object, modify it and render it to the 53default framebuffer using it as fragment texture. 54 55Modify render tests will create texture buffer object, modify it and render it 56to the default framebuffer. 57 58Render modify tests will create a tests buffer object render it to default 59framebuffer, modify it and render it again to default framebuffer as fragment 60texture. 61 62All textures use RGBA8 format and buffer data is always used as unsigned bytes. 63Used values for bytes are also limited to simplify verification. Verification 64is always performed at the end of the test. 65