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/*-------------------------------------------------------------------------
* 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 Performance tests.
*//*--------------------------------------------------------------------*/
#include "es3pPerformanceTests.hpp"
#include "es3pBlendTests.hpp"
#include "es3pTextureFormatTests.hpp"
#include "es3pTextureFilteringTests.hpp"
#include "es3pTextureCountTests.hpp"
#include "es3pShaderOperatorTests.hpp"
#include "es3pShaderControlStatementTests.hpp"
#include "es3pShaderCompilerTests.hpp"
#include "es3pShaderOptimizationTests.hpp"
#include "es3pRedundantStateChangeTests.hpp"
#include "es3pStateChangeCallTests.hpp"
#include "es3pStateChangeTests.hpp"
#include "es3pBufferDataUploadTests.hpp"
#include "es3pDepthTests.hpp"
namespace deqp
{
namespace gles3
{
namespace Performance
{
// TextureTestGroup
class TextureTestGroup : public TestCaseGroup
{
public:
TextureTestGroup (Context& context)
: TestCaseGroup(context, "texture", "Texture Performance Tests")
{
}
virtual void init (void)
{
addChild(new TextureFormatTests (m_context));
addChild(new TextureFilteringTests (m_context));
addChild(new TextureCountTests (m_context));
}
};
// ShadersTestGroup
class ShadersTestGroup : public TestCaseGroup
{
public:
ShadersTestGroup (Context& context)
: TestCaseGroup(context, "shader", "Shader Performance Tests")
{
}
virtual void init (void)
{
addChild(new ShaderOperatorTests (m_context));
addChild(new ShaderControlStatementTests (m_context));
}
};
// APITests
class APITests : public TestCaseGroup
{
public:
APITests (Context& context)
: TestCaseGroup(context, "api", "API Performance Tests")
{
}
virtual void init (void)
{
addChild(new StateChangeCallTests (m_context));
addChild(new StateChangeTests (m_context));
addChild(new RedundantStateChangeTests (m_context));
}
};
// BufferTestGroup
class BufferTestGroup : public TestCaseGroup
{
public:
BufferTestGroup (Context& context)
: TestCaseGroup(context, "buffer", "Buffer Performance Tests")
{
}
virtual void init (void)
{
addChild(new BufferDataUploadTests (m_context));
}
};
// PerformanceTests
PerformanceTests::PerformanceTests (Context& context)
: TestCaseGroup(context, "performance", "Performance Tests")
{
}
PerformanceTests::~PerformanceTests (void)
{
}
void PerformanceTests::init (void)
{
addChild(new BlendTests (m_context));
addChild(new TextureTestGroup (m_context));
addChild(new ShadersTestGroup (m_context));
addChild(new ShaderCompilerTests (m_context));
addChild(new APITests (m_context));
addChild(new BufferTestGroup (m_context));
addChild(new DepthTests (m_context));
}
} // Performance
} // gles3
} // deqp