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.
['Graham J. Dunnett', 'Martin White', 'Paul F. Lister', 'Richard L. Grimsdale']
Testing geometric primitive shaders