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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 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