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      1 -------------------------------------------------------------------------
      2 drawElements Quality Program Test Specification
      3 -----------------------------------------------
      4 
      5 Copyright 2014 The Android Open Source Project
      6 
      7 Licensed under the Apache License, Version 2.0 (the "License");
      8 you may not use this file except in compliance with the License.
      9 You may obtain a copy of the License at
     10 
     11      http://www.apache.org/licenses/LICENSE-2.0
     12 
     13 Unless required by applicable law or agreed to in writing, software
     14 distributed under the License is distributed on an "AS IS" BASIS,
     15 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     16 See the License for the specific language governing permissions and
     17 limitations under the License.
     18 -------------------------------------------------------------------------
     19     Texture format performance tests
     20 
     21 Tests:
     22  + dEQP-GLES2.performance.texture.format.*
     23 
     24 Includes:
     25  + Texture lookup performance with all uncompressed texture formats
     26  + 2D and cubemap textures
     27  + Texture lookup in vertex and fragment shaders
     28  + Nearest neighbor -filtering and clamp to edge -wrap mode
     29 
     30 Excludes:
     31  + Performance of other filtering or wrap modes
     32    - Covered performance.texture.filtering and performance.texture.wrap
     33 
     34 Description:
     35 
     36 Test cases measure performance of 2D and cubemap texture lookups without
     37 filtering (nearest neighbor mode). Shader body is populated with one or
     38 more texture lookups, each targeting different texture unit. There are
     39 test cases for the most relevant texture lookup counts.
     40 
     41 Texture lookups use same coordinates and lookup results are multiplied
     42 together to produce the final color for vertex or fragment. Additive
     43 blending is used to force fragment shader execution for all fragments.
     44 
     45 Texture size is the same as viewport size. Each texture unit uses a unique
     46 texture object. Texture objects are however re-used across draw calls.
     47 Textures are sampled in range (0, 0) -> (1, 1). Vertex-side tests use
     48 2x2 pixel quads, e.g. each vertex gives a color for single pixel.
     49 In this configuration viewportW*viewportH*numTextures unique texels are
     50 sampled in each draw call.
     51 
     52 Per-iteration draw call count is automatically chosen so that rendering runs
     53 approximately 30fps. Result is MPix/s or MVert/s computed from number of draw
     54 calls and actual frame time.
     55 
     56 See performance.txt for more details on shader performance testing.
     57