Home | History | Annotate | Download | only in GLES3
      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     gl_FragDepth tests
     20 
     21 Tests:
     22  + dEQP-GLES3.functional.shaders.fragdepth.*
     23 
     24 Includes:
     25  + gl_FragDepth usage in following scenarios:
     26    - Unconditional write
     27    - Conditional write
     28    - Write in loop
     29    - Write in user-defined function
     30    - Discard before and after write
     31  + Depth comparison with gl_FragDepth write
     32  + gl_FragDepth use when rendering triangles
     33 
     34 Excludes:
     35  + Depth value conversion accuracy tests
     36  + gl_FragDepth use when rendering points and lines
     37 
     38 Description:
     39 
     40 For comparison cases depth buffer is first initialized by rendering
     41 two adjecent quads. Left one will fill depth buffer with constant value,
     42 while right quad fills with value that is interpolated in range 0..1.
     43 Color buffer is filled with blue color.
     44 Single quad with a selected shader and depth comparison mode is rendered.
     45 Where depth test passes, green value will be written to color buffer.
     46 
     47 For depth write-only cases the selected shader is used to initialize
     48 the depth buffer by rendering a simple quad. After that depth buffer
     49 is visualized by rendering multiple viewport-sized quads with a different
     50 colors and depth values in such manner that each depth range slice
     51 will end up showing in color buffer with a distinct color.
     52 
     53 In both test types rendered image is compared against a reference image
     54 produced by a reference renderer.
     55