xref: /aosp_15_r20/external/deqp/doc/testspecs/GLES3/functional.texture.mipmap.txt (revision 35238bce31c2a825756842865a792f8cf7f89930)
1*35238bceSAndroid Build Coastguard Worker-------------------------------------------------------------------------
2*35238bceSAndroid Build Coastguard WorkerdrawElements Quality Program Test Specification
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4*35238bceSAndroid Build Coastguard Worker
5*35238bceSAndroid Build Coastguard WorkerCopyright 2014 The Android Open Source Project
6*35238bceSAndroid Build Coastguard Worker
7*35238bceSAndroid Build Coastguard WorkerLicensed under the Apache License, Version 2.0 (the "License");
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9*35238bceSAndroid Build Coastguard WorkerYou may obtain a copy of the License at
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11*35238bceSAndroid Build Coastguard Worker     http://www.apache.org/licenses/LICENSE-2.0
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18*35238bceSAndroid Build Coastguard Worker-------------------------------------------------------------------------
19*35238bceSAndroid Build Coastguard Worker    Mipmapping tests
20*35238bceSAndroid Build Coastguard Worker
21*35238bceSAndroid Build Coastguard WorkerTests:
22*35238bceSAndroid Build Coastguard Worker + dEQP-GLES3.functional.texture.mipmap.*
23*35238bceSAndroid Build Coastguard Worker
24*35238bceSAndroid Build Coastguard WorkerIncludes:
25*35238bceSAndroid Build Coastguard Worker + All mipmap filtering modes
26*35238bceSAndroid Build Coastguard Worker + Lod computation verification
27*35238bceSAndroid Build Coastguard Worker + Affine and projected transforms
28*35238bceSAndroid Build Coastguard Worker + User-supplied bias to texture lookup
29*35238bceSAndroid Build Coastguard Worker + Lod controls: min and max lod
30*35238bceSAndroid Build Coastguard Worker + 2D and cube map textures
31*35238bceSAndroid Build Coastguard Worker
32*35238bceSAndroid Build Coastguard WorkerExcludes:
33*35238bceSAndroid Build Coastguard Worker + Only selected texture formats are exercised
34*35238bceSAndroid Build Coastguard Worker
35*35238bceSAndroid Build Coastguard WorkerDescription:
36*35238bceSAndroid Build Coastguard Worker
37*35238bceSAndroid Build Coastguard WorkerMipmapping tests render a pre-defined grid of quads. For 2D textures regular
38*35238bceSAndroid Build Coastguard Worker4x4 grid layout is used. For cube map textures the viewport is recursively
39*35238bceSAndroid Build Coastguard Workersubdivided into smaller areas and each is filled with samples from single
40*35238bceSAndroid Build Coastguard Workercube face.
41*35238bceSAndroid Build Coastguard Worker
42*35238bceSAndroid Build Coastguard WorkerEach texture level is filled with single color. However, each mipmap level
43*35238bceSAndroid Build Coastguard Workergets assigned a different color from a continuous gradient. Thus it is possible
44*35238bceSAndroid Build Coastguard Workerto evaluate how accurately the lod was computed by inspecting the resulting
45*35238bceSAndroid Build Coastguard Workercolorbuffer.
46*35238bceSAndroid Build Coastguard Worker
47*35238bceSAndroid Build Coastguard WorkerOpenGL ES specification allows approximating both derivate- and lod computation.
48*35238bceSAndroid Build Coastguard WorkerThus two reference images are rendered: one rendered according to the minimum
49*35238bceSAndroid Build Coastguard Workerbound for the approximation and another based on the maximum bound. The rendered
50*35238bceSAndroid Build Coastguard Workerpixels must be in between the two bounds in order to be valid. In order to
51*35238bceSAndroid Build Coastguard Workercompensate the derivate approximation the pixels are actually checked against
52*35238bceSAndroid Build Coastguard Workera 3x3 neighbor around the pixel.
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