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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     Program-specific Uniform Assignment Tests
     20 
     21 Tests:
     22  + dEQP-GLES31.functional.program_uniform.*
     23 
     24 Includes:
     25  + Assigning uniform values for a single program with glProgramUniform*
     26  + Various uniform types
     27    - Most basic types
     28    - Structs and arrays, including nested
     29  + Both by-pointer and by-value variants of functions tested
     30  + Uniforms used in vertex shader, fragment shader, or both
     31  + Verify by glGetUniform* or rendering
     32 
     33 Excludes:
     34  + Assigning uniforms to multiple programs
     35  + Sampler types other than 2d and cube
     36  + Negative tests
     37 
     38 Description:
     39 
     40 The glProgramUniform* tests use the alternative uniform assignment API (in
     41 contrast to the glUniform* functions) for assigning uniform values to a
     42 different program than the currently active one.
     43 
     44 Various combinations of uniforms are tested: single basic-type uniforms, arrays,
     45 structs, and nested structures with arrays. Each active uniform is assigned
     46 a value using an appropriate glProgramUniform* function, either the pointer
     47 variant or the value variant (if possible; for instance, matrices can only be
     48 assigned using the pointer variant). Arrays with basic element type can have
     49 their first element identified using either just the array's name or that
     50 appended with "[0]"; both methods are tested.
     51 
     52 To verify that the correct uniform values were assigned, either the uniform
     53 values are queried with glGetUniform* or the shaders are rendered with; the
     54 shaders are constructed such that the result should be an all-green quad if
     55 the uniforms have correct values, and all-black otherwise.
     56 
     57 At the beginning of each test case, a dummy program is created and made active
     58 with glUseProgram; otherwise, the glProgramUniform* calls would behave just as
     59 the corresponding glUniform* calls.
     60