Testing Geometric Primitive Shaders

Graham J. Dunnett, M. White, P. Lister, R. L. Grimsdale
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引用次数: 1

Abstract

We present a design and test strategy for Geometric Primitive Shadersintegrated circuits which perform rasterisation of primitives such as vectors and triangles. The design strategy proceeds through various levels of detail, and we describe the need for testing as the design advances. A suitable set of test are given for a typical shader. Our experiences in applying the strategy to a real device are discussed, together with the tests which we devised, and practical compromises which we had to make.
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测试几何原始着色器
我们提出了一种几何原语着色器集成电路的设计和测试策略,该电路可以对原语(如矢量和三角形)进行光栅化。设计策略通过不同层次的细节进行,并且随着设计的推进,我们描述了测试的需求。为一个典型的着色器提供了一组合适的测试。我们讨论了将该策略应用于实际设备的经验,以及我们设计的测试和我们必须做出的实际妥协。
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