/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 2.0 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 Base class for a test case. *//*--------------------------------------------------------------------*/ #include "es2fFunctionalTests.hpp" #include "es2fColorClearTest.hpp" #include "es2fLightAmountTest.hpp" #include "es2fShaderExecuteTest.hpp" #include "es2fFboApiTest.hpp" #include "es2fFboRenderTest.hpp" #include "es2fFboCompletenessTests.hpp" #include "es2fRandomShaderTests.hpp" #include "es2fPrerequisiteTests.hpp" #include "es2fDepthTests.hpp" #include "es2fStencilTests.hpp" #include "es2fScissorTests.hpp" #include "es2fVertexArrayTest.hpp" #include "es2fRasterizationTests.hpp" #include "es2fDepthStencilClearTests.hpp" #include "es2fDepthStencilTests.hpp" #include "es2fBlendTests.hpp" #include "es2fRandomFragmentOpTests.hpp" #include "es2fMultisampleTests.hpp" #include "es2fUniformApiTests.hpp" #include "es2fBufferWriteTests.hpp" #include "es2fImplementationLimitTests.hpp" #include "es2fDepthRangeTests.hpp" #include "es2fDitheringTests.hpp" #include "es2fClippingTests.hpp" #include "es2fPolygonOffsetTests.hpp" #include "es2fDrawTests.hpp" #include "es2fFragOpInteractionTests.hpp" #include "es2fFlushFinishTests.hpp" #include "es2fDefaultVertexAttributeTests.hpp" #include "es2fLifetimeTests.hpp" #include "es2fTextureFormatTests.hpp" #include "es2fTextureWrapTests.hpp" #include "es2fTextureFilteringTests.hpp" #include "es2fTextureMipmapTests.hpp" #include "es2fTextureSizeTests.hpp" #include "es2fTextureSpecificationTests.hpp" #include "es2fTextureCompletenessTests.hpp" #include "es2fNegativeVertexArrayApiTests.hpp" #include "es2fNegativeTextureApiTests.hpp" #include "es2fNegativeFragmentApiTests.hpp" #include "es2fNegativeBufferApiTests.hpp" #include "es2fNegativeShaderApiTests.hpp" #include "es2fNegativeStateApiTests.hpp" #include "es2fVertexTextureTests.hpp" #include "es2fTextureUnitTests.hpp" #include "es2fShaderApiTests.hpp" #include "es2fShaderAlgorithmTests.hpp" #include "es2fShaderBuiltinVarTests.hpp" #include "es2fShaderConstExprTests.hpp" #include "es2fShaderDiscardTests.hpp" #include "es2fShaderIndexingTests.hpp" #include "es2fShaderLoopTests.hpp" #include "es2fShaderOperatorTests.hpp" #include "es2fShaderReturnTests.hpp" #include "es2fShaderStructTests.hpp" #include "es2fShaderMatrixTests.hpp" #include "es2fShaderTextureFunctionTests.hpp" #include "es2fAttribLocationTests.hpp" #include "es2fShaderInvarianceTests.hpp" #include "es2fShaderFragDataTests.hpp" // State query tests #include "es2fBooleanStateQueryTests.hpp" #include "es2fIntegerStateQueryTests.hpp" #include "es2fFloatStateQueryTests.hpp" #include "es2fTextureStateQueryTests.hpp" #include "es2fStringQueryTests.hpp" #include "es2fBufferObjectQueryTests.hpp" #include "es2fFboStateQueryTests.hpp" #include "es2fRboStateQueryTests.hpp" #include "es2fShaderStateQueryTests.hpp" #include "es2fReadPixelsTests.hpp" #include "es2fDebugMarkerTests.hpp" namespace deqp { namespace gles2 { namespace Functional { // ShadersTestGroup class ShadersTestGroup : public TestCaseGroup { public: ShadersTestGroup (Context& context) : TestCaseGroup(context, "shaders", "Shader Tests") { } virtual ~ShadersTestGroup (void) { } virtual void init (void) { addChild(new ShaderExecuteTest(m_context, "preprocessor", "Preprocessor Tests")); addChild(new ShaderExecuteTest(m_context, "constants", "Constant Literal Tests")); addChild(new ShaderExecuteTest(m_context, "linkage", "Linkage Tests")); addChild(new ShaderExecuteTest(m_context, "conversions", "Type Conversion Tests")); addChild(new ShaderExecuteTest(m_context, "conditionals", "Conditionals Tests")); addChild(new ShaderExecuteTest(m_context, "declarations", "Declarations Tests")); addChild(new ShaderExecuteTest(m_context, "swizzles", "Swizzle Tests")); addChild(new ShaderExecuteTest(m_context, "functions", "Function Tests")); addChild(new ShaderExecuteTest(m_context, "keywords", "Keyword Tests")); addChild(new ShaderExecuteTest(m_context, "reserved_operators", "Reserved Operator Tests")); addChild(new ShaderExecuteTest(m_context, "qualification_order", "Order of Qualification Tests")); addChild(new ShaderExecuteTest(m_context, "scoping", "Scoping of Declarations")); 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 ShaderDiscardTests (m_context)); addChild(new ShaderStructTests (m_context)); addChild(new ShaderBuiltinVarTests (m_context)); addChild(new ShaderTextureFunctionTests (m_context)); addChild(new ShaderInvarianceTests (m_context)); addChild(new ShaderFragDataTests (m_context)); addChild(new ShaderAlgorithmTests (m_context)); addChild(new ShaderConstExprTests (m_context)); addChild(new RandomShaderTests(m_context)); } }; // TextureTestGroup class TextureTestGroup : public TestCaseGroup { public: TextureTestGroup (Context& context) : TestCaseGroup(context, "texture", "Texture Tests") { } virtual ~TextureTestGroup (void) { } virtual 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 TextureSpecificationTests (m_context)); addChild(new TextureCompletenessTests (m_context)); addChild(new VertexTextureTests (m_context)); addChild(new TextureUnitTests (m_context)); } virtual void deinit (void) { } }; class BufferTests : public TestCaseGroup { public: BufferTests (Context& context) : TestCaseGroup(context, "buffer", "Buffer object tests") { } void init (void) { addChild(new BufferWriteTests(m_context)); } }; // FboTestGroup class FboTestGroup : public TestCaseGroup { public: FboTestGroup (Context& context) : TestCaseGroup(context, "fbo", "Framebuffer Object Tests") { } virtual ~FboTestGroup (void) { } virtual void init (void) { addChild(new FboApiTestGroup(m_context)); addChild(new FboRenderTestGroup(m_context)); addChild(createFboCompletenessTests(m_context)); } }; // NegativeApiTestGroup 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 NegativeFragmentApiTests (m_context)); addChild(new NegativeShaderApiTests (m_context)); addChild(new NegativeStateApiTests (m_context)); addChild(new NegativeTextureApiTests (m_context)); addChild(new NegativeVertexArrayApiTests (m_context)); } }; // FragmentOpTests 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 ScissorTests (m_context)); addChild(new BlendTests (m_context)); addChild(new RandomFragmentOpTests (m_context)); addChild(new FragOpInteractionTests (m_context)); } }; // StateQueryTests 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 FloatStateQueryTests (m_context)); addChild(new TextureStateQueryTests (m_context)); addChild(new StringQueryTests (m_context)); addChild(new BufferObjectQueryTests (m_context)); addChild(new FboStateQueryTests (m_context)); addChild(new RboStateQueryTests (m_context)); addChild(new ShaderStateQueryTests (m_context)); } }; // FunctionalTestGroup 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 LightAmountTest (m_context)); addChild(new ShadersTestGroup (m_context)); addChild(new TextureTestGroup (m_context)); addChild(new FragmentOpTests (m_context)); addChild(new FboTestGroup (m_context)); addChild(new VertexArrayTestGroup (m_context)); addChild(new ShaderApiTests (m_context)); addChild(new NegativeApiTestGroup (m_context)); addChild(new RasterizationTests (m_context)); addChild(createAttributeLocationTests (m_context)); addChild(new MultisampleTests (m_context)); addChild(new UniformApiTests (m_context)); addChild(new ReadPixelsTests (m_context)); addChild(new DepthRangeTests (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(createDebugMarkerTests (m_context)); } } // Functional } // gles2 } // deqp