/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES 3.1 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 Tests. *//*--------------------------------------------------------------------*/ #include "es31fFunctionalTests.hpp" #include "glsShaderLibrary.hpp" #include "es31fBasicComputeShaderTests.hpp" #include "es31fComputeShaderBuiltinVarTests.hpp" #include "es31fDrawTests.hpp" #include "es31fShaderSharedVarTests.hpp" #include "es31fAtomicCounterTests.hpp" #include "es31fShaderAtomicOpTests.hpp" #include "es31fShaderImageLoadStoreTests.hpp" #include "es31fTessellationTests.hpp" #include "es31fSSBOLayoutTests.hpp" #include "es31fSSBOArrayLengthTests.hpp" #include "es31fShaderCommonFunctionTests.hpp" #include "es31fShaderPackingFunctionTests.hpp" #include "es31fShaderIntegerFunctionTests.hpp" #include "es31fStencilTexturingTests.hpp" #include "es31fShaderTextureSizeTests.hpp" #include "es31fShaderStateQueryTests.hpp" #include "es31fLayoutBindingTests.hpp" #include "es31fTextureLevelStateQueryTests.hpp" #include "es31fIntegerStateQueryTests.hpp" #include "es31fInternalFormatQueryTests.hpp" #include "es31fBooleanStateQueryTests.hpp" #include "es31fIndexedStateQueryTests.hpp" #include "es31fTextureStateQueryTests.hpp" #include "es31fFramebufferDefaultStateQueryTests.hpp" #include "es31fProgramPipelineStateQueryTests.hpp" #include "es31fProgramStateQueryTests.hpp" #include "es31fSamplerStateQueryTests.hpp" #include "es31fTextureFilteringTests.hpp" #include "es31fTextureFormatTests.hpp" #include "es31fTextureSpecificationTests.hpp" #include "es31fTextureMultisampleTests.hpp" #include "es31fMultisampleTests.hpp" #include "es31fSynchronizationTests.hpp" #include "es31fGeometryShaderTests.hpp" #include "es31fSampleShadingTests.hpp" #include "es31fSampleVariableTests.hpp" #include "es31fIndirectComputeDispatchTests.hpp" #include "es31fVertexAttributeBindingTests.hpp" #include "es31fVertexAttributeBindingStateQueryTests.hpp" #include "es31fShaderMultisampleInterpolationTests.hpp" #include "es31fShaderMultisampleInterpolationStateQueryTests.hpp" #include "es31fProgramUniformTests.hpp" #include "es31fOpaqueTypeIndexingTests.hpp" #include "es31fAdvancedBlendTests.hpp" #include "es31fSeparateShaderTests.hpp" #include "es31fUniformLocationTests.hpp" #include "es31fBuiltinPrecisionTests.hpp" #include "es31fTessellationGeometryInteractionTests.hpp" #include "es31fUniformBlockTests.hpp" #include "es31fDebugTests.hpp" #include "es31fFboColorbufferTests.hpp" #include "es31fFboNoAttachmentTests.hpp" #include "es31fProgramInterfaceQueryTests.hpp" #include "es31fTextureGatherTests.hpp" #include "es31fTextureFormatTests.hpp" #include "es31fTextureBufferTests.hpp" #include "es31fTextureBorderClampTests.hpp" #include "es31fShaderBuiltinConstantTests.hpp" #include "es31fShaderHelperInvocationTests.hpp" #include "es31fPrimitiveBoundingBoxTests.hpp" #include "es31fAndroidExtensionPackES31ATests.hpp" #include "es31fCopyImageTests.hpp" #include "es31fDrawBuffersIndexedTests.hpp" #include "es31fDefaultVertexArrayObjectTests.hpp" #include "es31fSRGBDecodeTests.hpp" namespace deqp { namespace gles31 { namespace Functional { class ShaderLibraryTest : public TestCaseGroup { public: ShaderLibraryTest (Context& context, const char* name, const char* description) : TestCaseGroup (context, name, description) , m_filename (name + std::string(".test")) { } ShaderLibraryTest (Context& context, const char* filename, const char* name, const char* description) : TestCaseGroup (context, name, description) , m_filename (filename) { } void init (void) { gls::ShaderLibrary shaderLibrary(m_testCtx, m_context.getRenderContext(), m_context.getContextInfo()); std::string fileName = "shaders/" + m_filename; std::vector<tcu::TestNode*> children = shaderLibrary.loadShaderFile(fileName.c_str()); for (int i = 0; i < (int)children.size(); i++) addChild(children[i]); } private: const std::string m_filename; }; class ShaderBuiltinVarTests : public TestCaseGroup { public: ShaderBuiltinVarTests (Context& context) : TestCaseGroup(context, "builtin_var", "Shader Built-in Variable Tests") { } void init (void) { addChild(new ComputeShaderBuiltinVarTests(m_context)); } }; 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(new ShaderIntegerFunctionTests (m_context)); addChild(new ShaderTextureSizeTests (m_context)); addChild(createBuiltinPrecisionTests (m_context)); } }; class ShaderLinkageTests : public TestCaseGroup { public: ShaderLinkageTests (Context& context) : TestCaseGroup(context, "linkage", "Linkage Tests") { } void init (void) { addChild(new ShaderLibraryTest(m_context, "linkage_geometry.test", "geometry", "Geometry shader")); addChild(new ShaderLibraryTest(m_context, "linkage_tessellation.test", "tessellation", "Tessellation shader")); addChild(new ShaderLibraryTest(m_context, "linkage_tessellation_geometry.test", "tessellation_geometry", "Tessellation and geometry shader")); addChild(new ShaderLibraryTest(m_context, "linkage_shader_storage_block.test", "shader_storage_block", "Shader storage blocks")); addChild(new ShaderLibraryTest(m_context, "linkage_io_block.test", "io_block", "Shader io blocks")); addChild(new ShaderLibraryTest(m_context, "linkage_uniform.test", "uniform", "Uniform linkage")); } }; class ShaderTests : public TestCaseGroup { public: ShaderTests (Context& context) : TestCaseGroup(context, "shaders", "Shading Language Tests") { } void init (void) { addChild(new ShaderBuiltinVarTests (m_context)); addChild(new ShaderBuiltinFunctionTests (m_context)); addChild(new SampleVariableTests (m_context)); addChild(new ShaderMultisampleInterpolationTests(m_context)); addChild(new OpaqueTypeIndexingTests (m_context)); addChild(new ShaderLibraryTest (m_context, "functions", "Function Tests")); addChild(new ShaderLibraryTest (m_context, "arrays", "Arrays Tests")); addChild(new ShaderLibraryTest (m_context, "arrays_of_arrays", "Arrays of Arrays Tests")); addChild(new ShaderLinkageTests (m_context)); addChild(new ShaderBuiltinConstantTests (m_context)); addChild(new ShaderHelperInvocationTests (m_context)); addChild(new ShaderLibraryTest (m_context, "implicit_conversions", "GL_EXT_shader_implicit_conversions Tests")); addChild(new ShaderLibraryTest (m_context, "uniform_block", "Uniform block tests")); } }; class ComputeTests : public TestCaseGroup { public: ComputeTests (Context& context) : TestCaseGroup(context, "compute", "Compute Shader Tests") { } void init (void) { addChild(new BasicComputeShaderTests (m_context)); addChild(new ShaderSharedVarTests (m_context)); addChild(new IndirectComputeDispatchTests (m_context)); } }; class SSBOTests : public TestCaseGroup { public: SSBOTests (Context& context) : TestCaseGroup(context, "ssbo", "Shader Storage Buffer Object Tests") { } void init (void) { addChild(new SSBOLayoutTests (m_context)); addChild(new ShaderAtomicOpTests (m_context, "atomic", ATOMIC_OPERAND_BUFFER_VARIABLE)); addChild(new SSBOArrayLengthTests (m_context)); } }; class TextureTests : public TestCaseGroup { public: TextureTests (Context& context) : TestCaseGroup(context, "texture", "Texture tests") { } void init (void) { addChild(new TextureFilteringTests (m_context)); addChild(new TextureFormatTests (m_context)); addChild(new TextureSpecificationTests (m_context)); addChild(new TextureMultisampleTests (m_context)); addChild(new TextureGatherTests (m_context)); addChild(createTextureBufferTests (m_context)); addChild(new TextureBorderClampTests (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 IndexedStateQueryTests (m_context)); addChild(new TextureStateQueryTests (m_context)); addChild(new TextureLevelStateQueryTests (m_context)); addChild(new SamplerStateQueryTests (m_context)); addChild(new ShaderStateQueryTests (m_context)); addChild(new InternalFormatQueryTests (m_context)); addChild(new VertexAttributeBindingStateQueryTests (m_context)); addChild(new ShaderMultisampleInterpolationStateQueryTests (m_context)); addChild(new FramebufferDefaultStateQueryTests (m_context)); addChild(new ProgramStateQueryTests (m_context)); addChild(new ProgramPipelineStateQueryTests (m_context)); } }; class FboTests : public TestCaseGroup { public: FboTests (Context& context) : TestCaseGroup(context, "fbo", "Framebuffer Object Tests") { } void init (void) { addChild(new FboColorTests (m_context)); addChild(createFboNoAttachmentTests (m_context)); addChild(createFboNoAttachmentCompletenessTests (m_context)); } }; class SRGBTextureDecodeTests : public TestCaseGroup { public: SRGBTextureDecodeTests (Context& context) : TestCaseGroup (context, "srgb_texture_decode", "GL_EXT_texture_sRGB_decode tests") { } void init (void) { addChild(new SRGBDecodeTests (m_context)); } }; FunctionalTests::FunctionalTests (Context& context) : TestCaseGroup(context, "functional", "Functionality Tests") { } FunctionalTests::~FunctionalTests (void) { } void FunctionalTests::init (void) { addChild(new ShaderTests (m_context)); addChild(new ComputeTests (m_context)); addChild(new DrawTests (m_context)); addChild(new TessellationTests (m_context)); addChild(new SSBOTests (m_context)); addChild(new UniformBlockTests (m_context)); addChild(new ShaderImageLoadStoreTests (m_context)); addChild(new AtomicCounterTests (m_context)); addChild(new StencilTexturingTests (m_context)); addChild(new TextureTests (m_context)); addChild(new StateQueryTests (m_context)); addChild(new MultisampleTests (m_context)); addChild(new SynchronizationTests (m_context)); addChild(new GeometryShaderTests (m_context)); addChild(new SampleShadingTests (m_context)); addChild(new VertexAttributeBindingTests (m_context)); addChild(new ProgramUniformTests (m_context)); addChild(new AdvancedBlendTests (m_context)); addChild(createSeparateShaderTests (m_context)); addChild(new UniformLocationTests (m_context)); addChild(new TessellationGeometryInteractionTests (m_context)); addChild(new DebugTests (m_context)); addChild(new FboTests (m_context)); addChild(new ProgramInterfaceQueryTests (m_context)); addChild(new LayoutBindingTests (m_context)); addChild(new PrimitiveBoundingBoxTests (m_context)); addChild(new AndroidExtensionPackES31ATests (m_context)); addChild(createCopyImageTests (m_context)); addChild(createDrawBuffersIndexedTests (m_context)); addChild(new DefaultVertexArrayObjectTests (m_context)); addChild(new SRGBTextureDecodeTests (m_context)); } } // Functional } // gles31 } // deqp