/*------------------------------------------------------------------------- * 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 "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" // Shader tests #include "es3fShaderApiTests.hpp" #include "es3fShaderConstExprTests.hpp" #include "es3fShaderDiscardTests.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" // 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<tcu::TestNode*> 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, "functions", "Function Tests")); addChild(new ShaderLibraryTest (m_context, "arrays", "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 ShaderDiscardTests (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 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 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)); } } // Functional } // gles3 } // deqp