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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