/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 3.0 Module * ------------------------------------------------- * * 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. * *//*! * \file * \brief Functional Test Group. *//*--------------------------------------------------------------------*/ #include "es3fFunctionalTests.hpp" #include "es3fColorClearTest.hpp" #include "es3fDepthTests.hpp" #include "es3fPrerequisiteTests.hpp" #include "es3fStencilTests.hpp" #include "es3fDepthStencilTests.hpp" #include "es3fVertexArrayTest.hpp" #include "es3fUniformBlockTests.hpp" #include "es3fUniformApiTests.hpp" #include "es3fFragmentOutputTests.hpp" #include "es3fOcclusionQueryTests.hpp" #include "es3fDepthStencilClearTests.hpp" #include "es3fSamplerObjectTests.hpp" #include "es3fAttribLocationTests.hpp" #include "es3fPixelBufferObjectTests.hpp" #include "es3fRasterizationTests.hpp" #include "es3fRasterizerDiscardTests.hpp" #include "es3fTransformFeedbackTests.hpp" #include "es3fVertexArrayObjectTests.hpp" #include "es3fPrimitiveRestartTests.hpp" #include "es3fInstancedRenderingTests.hpp" #include "es3fSyncTests.hpp" #include "es3fBlendTests.hpp" #include "es3fRandomFragmentOpTests.hpp" #include "es3fMultisampleTests.hpp" #include "es3fMultiviewTests.hpp" #include "es3fImplementationLimitTests.hpp" #include "es3fDitheringTests.hpp" #include "es3fClippingTests.hpp" #include "es3fPolygonOffsetTests.hpp" #include "es3fDrawTests.hpp" #include "es3fFragOpInteractionTests.hpp" #include "es3fFlushFinishTests.hpp" #include "es3fFlushFinishTests.hpp" #include "es3fDefaultVertexAttributeTests.hpp" #include "es3fScissorTests.hpp" #include "es3fLifetimeTests.hpp" #include "es3fDefaultVertexArrayObjectTests.hpp" #include "es3fDrawBuffersIndexedTests.hpp" // Shader tests #include "es3fShaderApiTests.hpp" #include "es3fShaderConstExprTests.hpp" #include "es3fShaderDiscardTests.hpp" #include "es3fShaderFunctionTests.hpp" #include "es3fShaderIndexingTests.hpp" #include "es3fShaderLoopTests.hpp" #include "es3fShaderMatrixTests.hpp" #include "es3fShaderOperatorTests.hpp" #include "es3fShaderReturnTests.hpp" #include "es3fShaderStructTests.hpp" #include "es3fShaderSwitchTests.hpp" #include "es3fRandomShaderTests.hpp" #include "es3fFragDepthTests.hpp" #include "es3fShaderPrecisionTests.hpp" #include "es3fShaderBuiltinVarTests.hpp" #include "es3fShaderTextureFunctionTests.hpp" #include "es3fShaderDerivateTests.hpp" #include "es3fShaderPackingFunctionTests.hpp" #include "es3fShaderCommonFunctionTests.hpp" #include "es3fShaderInvarianceTests.hpp" #include "es3fShaderFragDataTests.hpp" #include "es3fBuiltinPrecisionTests.hpp" #include "es3fShaderMetamorphicTests.hpp" // Texture tests #include "es3fTextureFormatTests.hpp" #include "es3fTextureWrapTests.hpp" #include "es3fTextureFilteringTests.hpp" #include "es3fTextureMipmapTests.hpp" #include "es3fTextureSizeTests.hpp" #include "es3fTextureSwizzleTests.hpp" #include "es3fTextureShadowTests.hpp" #include "es3fTextureSpecificationTests.hpp" #include "es3fVertexTextureTests.hpp" #include "es3fTextureUnitTests.hpp" #include "es3fCompressedTextureTests.hpp" // Fbo tests #include "es3fFboApiTests.hpp" #include "es3fFboCompletenessTests.hpp" #include "es3fFboColorbufferTests.hpp" #include "es3fFboDepthbufferTests.hpp" #include "es3fFboStencilbufferTests.hpp" #include "es3fFramebufferBlitTests.hpp" #include "es3fFboMultisampleTests.hpp" #include "es3fFboRenderTest.hpp" #include "es3fFboInvalidateTests.hpp" // Buffer tests #include "es3fBufferWriteTests.hpp" #include "es3fBufferMapTests.hpp" #include "es3fBufferCopyTests.hpp" // Negative API tests #include "es3fNegativeBufferApiTests.hpp" #include "es3fNegativeTextureApiTests.hpp" #include "es3fNegativeShaderApiTests.hpp" #include "es3fNegativeFragmentApiTests.hpp" #include "es3fNegativeVertexArrayApiTests.hpp" #include "es3fNegativeStateApiTests.hpp" // State query tests #include "es3fBooleanStateQueryTests.hpp" #include "es3fIntegerStateQueryTests.hpp" #include "es3fInteger64StateQueryTests.hpp" #include "es3fFloatStateQueryTests.hpp" #include "es3fTextureStateQueryTests.hpp" #include "es3fStringQueryTests.hpp" #include "es3fSamplerStateQueryTests.hpp" #include "es3fBufferObjectQueryTests.hpp" #include "es3fFboStateQueryTests.hpp" #include "es3fRboStateQueryTests.hpp" #include "es3fShaderStateQueryTests.hpp" #include "es3fInternalFormatQueryTests.hpp" #include "es3fIndexedStateQueryTests.hpp" #include "es3fReadPixelsTests.hpp" #include "glsShaderLibrary.hpp" namespace deqp { namespace gles3 { namespace Functional { class ShaderLibraryTest : public TestCaseGroup { public: ShaderLibraryTest(Context &context, const char *name, const char *description) : TestCaseGroup(context, name, description) { } void init(void) { gls::ShaderLibrary shaderLibrary(m_testCtx, m_context.getRenderContext(), m_context.getContextInfo()); std::string fileName = std::string("shaders/") + getName() + ".test"; std::vector children = shaderLibrary.loadShaderFile(fileName.c_str()); for (int i = 0; i < (int)children.size(); i++) addChild(children[i]); } }; class ShaderBuiltinFunctionTests : public TestCaseGroup { public: ShaderBuiltinFunctionTests(Context &context) : TestCaseGroup(context, "builtin_functions", "Built-in Function Tests") { } void init(void) { addChild(new ShaderCommonFunctionTests(m_context)); addChild(new ShaderPackingFunctionTests(m_context)); addChild(createBuiltinPrecisionTests(m_context)); } }; class ShaderTests : public TestCaseGroup { public: ShaderTests(Context &context) : TestCaseGroup(context, "shaders", "Shading Language Tests") { } void init(void) { addChild(new ShaderLibraryTest(m_context, "preprocessor", "Preprocessor Tests")); addChild(new ShaderLibraryTest(m_context, "constants", "Constant Literal Tests")); addChild(new ShaderLibraryTest(m_context, "linkage", "Linkage Tests")); addChild(new ShaderLibraryTest(m_context, "conversions", "Type Conversion Tests")); addChild(new ShaderLibraryTest(m_context, "conditionals", "Conditionals Tests")); addChild(new ShaderLibraryTest(m_context, "declarations", "Declarations Tests")); addChild(new ShaderLibraryTest(m_context, "swizzles", "Swizzle Tests")); addChild(new ShaderLibraryTest(m_context, "swizzle_math_operations", "Swizzle Math Operations Tests")); addChild(new ShaderLibraryTest(m_context, "functions", "Function Tests")); addChild(new ShaderLibraryTest(m_context, "arrays", "Array Tests")); addChild(new ShaderLibraryTest(m_context, "large_constant_arrays", "Large Constant Array Tests")); addChild(new ShaderLibraryTest(m_context, "keywords", "Keyword Tests")); addChild(new ShaderLibraryTest(m_context, "qualification_order", "Order Of Qualification Tests")); addChild(new ShaderLibraryTest(m_context, "scoping", "Scoping of Declarations")); addChild(new ShaderLibraryTest(m_context, "negative", "Miscellaneous Negative Shader Compilation Tests")); addChild(new ShaderLibraryTest(m_context, "uniform_block", "Uniform block tests")); addChild(new ShaderLibraryTest(m_context, "invalid_implicit_conversions", "Invalid Implicit Conversions")); addChild(new ShaderDiscardTests(m_context)); addChild(new ShaderFunctionTests(m_context)); addChild(new ShaderIndexingTests(m_context)); addChild(new ShaderLoopTests(m_context)); addChild(new ShaderOperatorTests(m_context)); addChild(new ShaderMatrixTests(m_context)); addChild(new ShaderReturnTests(m_context)); addChild(new ShaderStructTests(m_context)); addChild(new ShaderSwitchTests(m_context)); addChild(new FragDepthTests(m_context)); addChild(new ShaderPrecisionTests(m_context)); addChild(new ShaderBuiltinVarTests(m_context)); addChild(new ShaderTextureFunctionTests(m_context)); // \todo [pyry] Move to builtin? addChild(new ShaderDerivateTests(m_context)); // \todo [pyry] Move to builtin? addChild(new ShaderBuiltinFunctionTests(m_context)); addChild(new ShaderInvarianceTests(m_context)); addChild(new ShaderFragDataTests(m_context)); addChild(new ShaderConstExprTests(m_context)); addChild(new ShaderMetamorphicTests(m_context)); addChild(new RandomShaderTests(m_context)); } }; class TextureTests : public TestCaseGroup { public: TextureTests(Context &context) : TestCaseGroup(context, "texture", "Texture Tests") { } void init(void) { addChild(new TextureFormatTests(m_context)); addChild(new TextureSizeTests(m_context)); addChild(new TextureWrapTests(m_context)); addChild(new TextureFilteringTests(m_context)); addChild(new TextureMipmapTests(m_context)); addChild(new TextureSwizzleTests(m_context)); addChild(new TextureShadowTests(m_context)); addChild(new TextureSpecificationTests(m_context)); addChild(new VertexTextureTests(m_context)); addChild(new TextureUnitTests(m_context)); addChild(new CompressedTextureTests(m_context)); } }; class FboTests : public TestCaseGroup { public: FboTests(Context &context) : TestCaseGroup(context, "fbo", "Framebuffer Object Tests") { } void init(void) { addChild(new FboApiTests(m_context)); addChild(createFboCompletenessTests(m_context)); addChild(new FboRenderTestGroup(m_context)); addChild(new FboColorTests(m_context)); addChild(new FboDepthTests(m_context)); addChild(new FboStencilTests(m_context)); addChild(new FramebufferBlitTests(m_context)); addChild(new FboMultisampleTests(m_context)); addChild(new MultiviewTests(m_context)); addChild(new FboInvalidateTests(m_context)); } }; class BufferTests : public TestCaseGroup { public: BufferTests(Context &context) : TestCaseGroup(context, "buffer", "Buffer object tests") { } void init(void) { addChild(new BufferWriteTests(m_context)); addChild(new BufferMapTests(m_context)); addChild(new BufferCopyTests(m_context)); } }; class NegativeApiTestGroup : public TestCaseGroup { public: NegativeApiTestGroup(Context &context) : TestCaseGroup(context, "negative_api", "Negative API Tests") { } virtual ~NegativeApiTestGroup(void) { } virtual void init(void) { addChild(new NegativeBufferApiTests(m_context)); addChild(new NegativeTextureApiTests(m_context)); addChild(new NegativeShaderApiTests(m_context)); addChild(new NegativeFragmentApiTests(m_context)); addChild(new NegativeVertexArrayApiTests(m_context)); addChild(new NegativeStateApiTests(m_context)); } }; class FragmentOpTests : public TestCaseGroup { public: FragmentOpTests(Context &context) : TestCaseGroup(context, "fragment_ops", "Per-Fragment Operation Tests") { } void init(void) { addChild(new DepthTests(m_context)); addChild(new StencilTests(m_context)); addChild(new DepthStencilTests(m_context)); addChild(new BlendTests(m_context)); addChild(new RandomFragmentOpTests(m_context)); addChild(new FragOpInteractionTests(m_context)); addChild(new ScissorTests(m_context)); } }; class StateQueryTests : public TestCaseGroup { public: StateQueryTests(Context &context) : TestCaseGroup(context, "state_query", "State Query Tests") { } void init(void) { addChild(new BooleanStateQueryTests(m_context)); addChild(new IntegerStateQueryTests(m_context)); addChild(new Integer64StateQueryTests(m_context)); addChild(new FloatStateQueryTests(m_context)); addChild(new IndexedStateQueryTests(m_context)); addChild(new TextureStateQueryTests(m_context)); addChild(new StringQueryTests(m_context)); addChild(new SamplerStateQueryTests(m_context)); addChild(new BufferObjectQueryTests(m_context)); addChild(new FboStateQueryTests(m_context)); addChild(new RboStateQueryTests(m_context)); addChild(new ShaderStateQueryTests(m_context)); addChild(new InternalFormatQueryTests(m_context)); } }; FunctionalTests::FunctionalTests(Context &context) : TestCaseGroup(context, "functional", "Functionality Tests") { } FunctionalTests::~FunctionalTests(void) { } void FunctionalTests::init(void) { addChild(new PrerequisiteTests(m_context)); addChild(new ImplementationLimitTests(m_context)); addChild(new ColorClearTest(m_context)); addChild(new DepthStencilClearTests(m_context)); addChild(new BufferTests(m_context)); addChild(new ShaderTests(m_context)); addChild(new TextureTests(m_context)); addChild(new FragmentOpTests(m_context)); addChild(new FboTests(m_context)); addChild(new VertexArrayTestGroup(m_context)); addChild(new UniformBlockTests(m_context)); addChild(new UniformApiTests(m_context)); addChild(createAttributeLocationTests(m_context)); addChild(new FragmentOutputTests(m_context)); addChild(new SamplerObjectTests(m_context)); addChild(new PixelBufferObjectTests(m_context)); addChild(new RasterizationTests(m_context)); addChild(new OcclusionQueryTests(m_context)); addChild(new VertexArrayObjectTestGroup(m_context)); addChild(new PrimitiveRestartTests(m_context)); addChild(new InstancedRenderingTests(m_context)); addChild(new RasterizerDiscardTests(m_context)); addChild(new TransformFeedbackTests(m_context)); addChild(new SyncTests(m_context)); addChild(new ShaderApiTests(m_context)); addChild(new NegativeApiTestGroup(m_context)); addChild(new MultisampleTests(m_context)); addChild(new ReadPixelsTests(m_context)); addChild(new DitheringTests(m_context)); addChild(new StateQueryTests(m_context)); addChild(new ClippingTests(m_context)); addChild(new PolygonOffsetTests(m_context)); addChild(new DrawTests(m_context)); addChild(new FlushFinishTests(m_context)); addChild(new DefaultVertexAttributeTests(m_context)); addChild(createLifetimeTests(m_context)); addChild(new DefaultVertexArrayObjectTests(m_context)); addChild(createDrawBuffersIndexedTests(m_context)); } GL45ES3FunctionalTests::GL45ES3FunctionalTests(Context &context) : TestCaseGroup(context, "functional", "Functionality Tests") { } GL45ES3FunctionalTests::~GL45ES3FunctionalTests(void) { } void GL45ES3FunctionalTests::init(void) { addChild(createDrawBuffersIndexedTests(m_context)); addChild(new StateQueryTests(m_context)); addChild(new NegativeApiTestGroup(m_context)); } } // namespace Functional } // namespace gles3 } // namespace deqp