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 Object lifetime tests. 20 21 Tests: 22 + dEQP-GLES2.functional.lifetime.* 23 24 Includes: 25 + All OpenGL ES 2.0 object types 26 - Buffers 27 - Textures 28 - Renderbuffers 29 - Framebuffers 30 - Shaders 31 - Programs 32 + Object existence tests based on Is* queries 33 - After calling Gen* or Create* 34 - After calling Gen* or Create*, then Delete* 35 - After calling Gen*, then Bind* 36 - After calling Gen*, then Bind*, then Delete* 37 - After calling Bind* without preceding Gen* 38 - After calling CreateProgram, then UseProgram, then DeleteProgram 39 + Tests for deleting an object that is attached to a container 40 - Is* queries for the name of the deleted object 41 - Reading from the container 42 - Writing to the container 43 44 Excludes: 45 + Deleting an object that is currently bound in another context 46 47 Description: 48 49 These tests check that creation and deletion of objects adheres to the 50 OpenGL ES 2.0 specification. The tests check the existence of objects as 51 reported by the Is* family of GL functions, the state of bindings as 52 reported in various state variables, and the behavior of containers with 53 deleted objects. 54 55 NOTE: Because these tests try to delete objects that are directly or 56 indirectly attached to the current context, a faulty OpenGL ES 57 implementation may reclaim and later reallocate memory that is still 58 being referenced. This may result in unpredictable errors at some later 59 time. Use of external memory debugging tools may be required to 60 accurately identify these errors. 61 62 The "gen.*" test cases call the object type's Gen* or Create* function 63 to allocate a new name, and then check whether the name is used, i.e. 64 whether a new object was created for the name (as reported by the result 65 of the corresponding Is* function). In OpenGL ES 2.0, the Gen* functions 66 must never create an object, and the Create* functions must always 67 create an object. 68 69 The "delete.*" test cases call an object type's Gen* or Create* function 70 followed by the Delete* function. They then check that the generated 71 name is no longer in use. 72 73 The "bind.*" test cases call an object type's Gen* function followed by 74 its Bind* function. They then check that the name is in use. 75 76 The "delete_bound.*" test cases call an object type's Gen* function 77 followed by its Bind* function and Delete* function. They then check 78 that the name is no longer in use and that the binding has been removed. 79 80 The "bind_no_gen.*" test cases call the object type's Bind* function for 81 a random name that has not been produced by the Gen* function. They then 82 check whether the function call succeeded. In OpenGL ES 2.0, all Bind* 83 calls must succeed even for names not produced by the Gen* function. 84 85 The "delete_used.program" test case creates a new program object (along 86 with associated shader objects) and makes it the current program with 87 the glUseProgram function. The program object is then deleted. The test 88 checks that the name of the program remains in use and is flagged for 89 deletion. Then the program is made non-current and the test checks that 90 the name becomes unused. 91 92 The "attach.*" family of test cases create a container object (a 93 framebuffer or a program) and attach another object (a texture, 94 renderbuffer or shader) to it. The attached object is then deleted. 95 96 In the "attach.deleted_name.*" test cases, the container is queried for 97 its attachment, and the existence of the deleted attachment object is 98 checked. In OpenGL ES 2.0, shader objects must exist even after deletion 99 if they are attached to a program. The names of other types of 100 attachment objects must become unused, even though their state still 101 remains referenced by the container. 102 103 In the "attach.deleted_input.*" test cases, the container is read from 104 (by reading a framebuffer's pixel contents or using a program for 105 drawing) before the attachment is deleted, and then after deleting the 106 attachment and creating a new object of the attachment type. If the 107 results differ, the new object erroneously affected the container's 108 state. 109 110 In the "attach.deleted_output.*" test cases, the container is written to 111 (by drawing to a framebuffer) after deleting the attachment and creating 112 a new object of the attachment type. If the writing affected the new 113 object state, it erroneously shared state with the deleted attachment. 114