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 texture buffer object tests. 20 21 Tests: 22 + dEQP-GL3.functional.texture_buffer.* 23 24 Includes: 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 39 Excludes: 40 + Reading pixels to buffer 41 + Transform feedback 42 + Negative test 43 44 Description: 45 46 Rendering tests create a texture buffer object and render to the default 47 framebuffer using the texture buffer as different data sources. The texture 48 buffer object is used as vertex array, index array, vertex texture and fragment 49 texture. Rendering using the texture buffer object simultaneously in different 50 ways is also tested. 51 52 Modifying tests create a texture buffer object, modify it and render it to the 53 default framebuffer using it as fragment texture. 54 55 Modify render tests will create texture buffer object, modify it and render it 56 to the default framebuffer. 57 58 Render modify tests will create a tests buffer object render it to default 59 framebuffer, modify it and render it again to default framebuffer as fragment 60 texture. 61 62 All textures use RGBA8 format and buffer data is always used as unsigned bytes. 63 Used values for bytes are also limited to simplify verification. Verification 64 is always performed at the end of the test. 65