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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 sets
     20 
     21 Tests:
     22  + dEQP-GLES3.functional.texture.format.*
     23 
     24 Includes:
     25  + Unsized color texture formats:
     26    - GLES2: ALPHA, LUMINANCE, LUMINANCE_ALPHA, RGB, RGBA
     27    - GLES3: RED, RG, INTEGER variants
     28  + Unsized depth and stencil formats:
     29    - DEPTH_COMPONENT, DEPTH_STENCIL
     30  + All sized color texture formats
     31  + All sized depth and stencil texture formats
     32  + sRGB texture formats
     33  + Following compressed texture formats:
     34    - ETC1
     35    - ETC2
     36    - EAC
     37  + Power-of-two and non-power-of-two texture sizes
     38  + Texture access from fragment shader with following parameters:
     39    - Nearest-neighbor filtering
     40    - Clamp-to-edge wrap mode
     41    - Single texture, unit 0
     42    - Named texture object
     43    - Coordinates in range (0, 0) -> (1, 1)
     44  + 2D textures
     45  + Cube map textures
     46  + 2D array textures
     47  + 3D textures
     48 
     49 Excludes:
     50  + Other texture wrap and filtering modes
     51    - Covered in functional.texture.filtering and functional.texture.wrap
     52  + Vertex-side texture access
     53    - Will be covered in functional.texture.vertex tests
     54  + Texture format conversions in upload
     55    - Will be covered in functional.texture.conversion
     56 
     57 Description:
     58 
     59 Texture format tests create a single texture with pre-configured dimensions
     60 and format. Uncompressed images will be filled with gradient that exercises
     61 the maximum value range allowed by the format. For compressed formats
     62 randomized input bits are used to thoroughly exercise all decoding paths.
     63 
     64 Each test case renders one or more times a plain quad that samples a slice
     65 of the image:
     66 
     67  * 2D textures: Single quad that samples the full texture is rendered.
     68  * Cubemaps: Each cube face is rendered separately.
     69  * 2D array textures: Each layer is rendered separately.
     70  * 3D textures: Each slice is rendered separately.
     71 
     72 The viewport is configured to match the slice size. Texture coordinates
     73 yield a 1:1 mapping from texels to framebuffer pixels. Thus filtering
     74 shouldn't affect the resulting images.
     75 
     76 The rendered image is compared against a reference that is produced by
     77 reference renderer. A simple threshold-based comparison is used.
     78