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