| ------------------------------------------------------------------------- |
| drawElements Quality Program Test Specification |
| ----------------------------------------------- |
| |
| Copyright 2014 The Android Open Source Project |
| |
| Licensed under the Apache License, Version 2.0 (the "License"); |
| you may not use this file except in compliance with the License. |
| You may obtain a copy of the License at |
| |
| http://www.apache.org/licenses/LICENSE-2.0 |
| |
| Unless required by applicable law or agreed to in writing, software |
| distributed under the License is distributed on an "AS IS" BASIS, |
| WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| See the License for the specific language governing permissions and |
| limitations under the License. |
| ------------------------------------------------------------------------- |
| Indirect Compute Dispatch |
| |
| Tests: |
| + dEQP-GLES31.functional.compute.indirect_dispatch.* |
| |
| Includes: |
| + glDispatchComputeIndirect() |
| + Single and multiple dispatch calls from a single buffer |
| + One or several work groups |
| + One or several items per work group |
| + Offsets within buffer |
| + Empty dispatch commands (0 work groups) |
| + Buffers uploaded from application side |
| + Buffers generated using compute shaders |
| - Synchronization with GL_COMMAND_BARRIER_BIT |
| |
| Excludes: |
| + Negative tests |
| + Robustness tests |
| |
| Description: |
| |
| Indirect dispatch tests allocate a buffer and fill it with one or more |
| dispatch commands. In upload_buffer cases commands are written using |
| glBufferData(). In gen_in_compute cases a compute shader is first dispatches, |
| that writes out the commands into the buffer by accessing the command buffer |
| as a SSBO. Memory barrier is issued after the first compute shader in |
| gen_in_compute cases. |
| |
| Actual indirect compute tasks use a simple compute shader, that has access to |
| a SSBO with two fields. One is reference work group count (uvec3) and another |
| is output uint field, that is incremented atomically for each invocation, |
| where comparison between gl_NumWorkGroups and the reference count passed. |
| |
| Once the command buffer has been generated, one or more indirect dispatch |
| calls are made. SSBO binding offset is adjusted between each call to allocate |
| a different portion of the input/output buffer for each call. After calls have |
| been issued, result buffer is mapped for reading and pass counts are verified. |
| No explicit synchronization call is made prior to mapping the buffer so GL is |
| responsible of synchronizing the tasks. |