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 GL3 conditional render stress tests 20 21 Tests: 22 + dEQP-GL3.stress.conditional_render.* 23 24 Includes: 25 + Multiple concurrent queries/renders 26 + Query and conditional geometry significantly apart 27 - For tiled renderers 28 29 Excludes: 30 31 Description: 32 33 Conditional rendering stress tests use a large number of conditional rendering 34 calls under various conditions. 35 36 Call count and distant query tests prepare all vertex arrays before rendering. 37 All tests are based on using occlusion queries with known results and rendering 38 the same scene with geometry culled either by conditional rendering or the 39 test logic. The results are compared to verify correctness. 40 41 Rendering is ordered so that all occlusion queries are started before any 42 conditional rendering is done. 43 44 Call count test use many occlusion queries and simple occluder geometry. Every 45 second occlusion query is set to fail. Failing occlusion query geometry is 46 limited within a small region of the screen. Passing query geometry is evenly 47 spread around the screen. Conditionally rendered geometry is evenly spread. 48 49 Distant query tests have maximal screen distance between the query geometry 50 and the rendering the query controls. The setup is equivalent to the call 51 count cases with the exception of the distribution of the primitives rendered. 52 Occlusion query geometry is roughly on the opposing edge of the screen as the 53 geometry it controls. All edges have occluders.