/*-------------------------------------------------------------------------
* 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