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