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 Explicit uniform location tests 20 21 Tests: 22 + dEQP-GLES31.functional.uniform_location.* 23 24 Includes: 25 + Location for all primitive types 26 + Location for (nested) structs and their members 27 + Location for (nested) arrays and all their elements 28 + Minimum and maximum location 29 - With all primitive types 30 + Linkage with locations defined in the vertex shader, fragment shader, both or neither 31 - Primitive types only 32 + Negative tests 33 - Duplicate location with various linkage and usage 34 - Overlapping structs and arrays with various linkage and usage 35 36 Excludes: 37 + Samplers with dimensionality other than two or less than four color channels 38 + Deeply nested structs/arrays 39 40 Description: 41 42 All cases create a shader with suitable uniforms, some of which have layout 43 qualifiers with a location specified. Locations of all uniforms in the shader 44 are verified to match the given ones with glGetUniformLocation. Generated 45 textures with a flat randomized color are bound to samplers. Other uniforms 46 are assigned similarly randomized values. 47 The shader contains hardcoded comparisons to these randomized values for each 48 uniform that is being checked. It outputs white if all of the assigned uniform 49 values match the hardcoded values. A quad is rendered and the output of the 50 shader is verified to be fully white. 51 52 All cases excluding negative and min/max use randomized locations between the 53 spec defined minimum and maximum values [0, 1024) for all uniforms. 54 55 Basic primitive type, array, nested array and min/max cases test with all basic 56 types. Tests are done in both vertex and fragment shaders but with trivial 57 linkage. 58 59 Min/max cases assign a single primitive either the largest valid location as 60 reported by the implementation or the smallest valid location (0) but are 61 otherwise identical to the basic primitive type cases. 62 63 Struct, nested struct and linkage cases are randomized. 64 These cases do not necessarily use every declared uniform. 65 These cases have declarations, locations specifiers and verification 66 randomly split between the vertex and fragment shaders on a per-uniform basis. 67 This includes leaving some locations unassigned. 68 All primitive types used in these tests are randomized. 69 Struct cases have a fixed number of members with a fixed nesting structure. 70 71 Negative cases are not generated and share no logic with the other cases, 72 instead expecting compile or link failures. 73