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2 drawElements Quality Program Test Specification
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5 Copyright 2014 The Android Open Source Project
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22 + dEQP-GLES3.functional.shaders.fragdepth.*
25 + gl_FragDepth usage in following scenarios:
29 - Write in user-defined function
30 - Discard before and after write
31 + Depth comparison with gl_FragDepth write
32 + gl_FragDepth use when rendering triangles
35 + Depth value conversion accuracy tests
36 + gl_FragDepth use when rendering points and lines
40 For comparison cases depth buffer is first initialized by rendering
41 two adjecent quads. Left one will fill depth buffer with constant value,
42 while right quad fills with value that is interpolated in range 0..1.
43 Color buffer is filled with blue color.
44 Single quad with a selected shader and depth comparison mode is rendered.
45 Where depth test passes, green value will be written to color buffer.
47 For depth write-only cases the selected shader is used to initialize
48 the depth buffer by rendering a simple quad. After that depth buffer
49 is visualized by rendering multiple viewport-sized quads with a different
50 colors and depth values in such manner that each depth range slice
51 will end up showing in color buffer with a distinct color.
53 In both test types rendered image is compared against a reference image
54 produced by a reference renderer.