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 image specification tests 20 21 Tests: 22 + dEQP-GLES2.functional.texture.teximage.* 23 24 Includes: 25 + Texture upload using: 26 - glTexImage2D() 27 - glTexSubImage2D() 28 + Copy from framebuffer using: 29 - glCopyTexImage2D() 30 - glCopyTexSubImage2D() 31 + 2D and cube map texture targets 32 + Different pixel alignments in upload (GL_UNPACK_ALIGNMENT) 33 + All supported pixel formats 34 + Named and default texture objects 35 36 Excludes: 37 + Compressed texture formats 38 39 Description: 40 41 Texture image specification tests build a complete 2D or cubemap texture 42 using the texture image specification functions. The exact order and functions 43 used depends on the test case. 44 45 For glCopyTexImage2D() and glCopyTexSubImage2D() usage the rendering target 46 is first filled with meaningful data by rendering a simple textured quad first. 47 48 Reference texture object is constructed by applying reference versions of the 49 same operations to a reference pixel buffer. 50 51 Finally both the constructed texture is rendered using a simple quad and the 52 resulting images are compared against the reference. Nearest-neighbor -filtering 53 is used. For cubemap textures each face is rendered separately and all are 54 verified. If mipmaps were constructed, texture is rendered multiple times 55 sampling texels from different mipmap levels. 56