#include "gl4cPostDepthCoverageTests.hpp"
#include "gl4cProgramInterfaceQueryTests.hpp"
#include "gl4cRobustnessTests.hpp"
+#include "gl4cShaderAtomicCounterOpsTests.hpp"
#include "gl4cShaderAtomicCountersTests.hpp"
+#include "gl4cShaderBallotTests.hpp"
+#include "gl4cShaderDrawParametersTests.hpp"
+#include "gl4cShaderGroupVoteTests.hpp"
#include "gl4cShaderImageLoadStoreTests.hpp"
#include "gl4cShaderImageSizeTests.hpp"
#include "gl4cShaderStorageBufferObjectTests.hpp"
#include "glcInfoTests.hpp"
#include "glcRobustBufferAccessBehaviorTests.hpp"
#include "glcSampleVariablesTests.hpp"
+#include "glcShaderIntegerMixTests.hpp"
#include "glcShaderLibrary.hpp"
#include "glcShaderMultisampleInterpolationTests.hpp"
#include "glcViewportArrayTests.hpp"
addChild(new gl4cts::SparseBufferTests(getContext()));
addChild(new gl4cts::SparseTextureTests(getContext()));
addChild(new gl4cts::IndirectParametersTests(getContext()));
+ addChild(new gl4cts::ShaderBallotTests(getContext()));
}
catch (...)
{
// GL45TestPackage
+class GL45ShaderTests : public deqp::TestCaseGroup
+{
+public:
+ GL45ShaderTests(deqp::Context& context) : TestCaseGroup(context, "shaders45", "Shading Language Tests")
+ {
+ }
+
+ void init(void)
+ {
+ addChild(new deqp::ShaderIntegerMixTests(getContext(), glu::GLSL_VERSION_450));
+ }
+};
+
GL45TestPackage::GL45TestPackage(tcu::TestContext& testCtx, const char* packageName, const char* description,
glu::ContextType renderContextType)
: GL44TestPackage(testCtx, packageName, packageName, renderContextType)
try
{
+ addChild(new GL45ShaderTests(getContext()));
addChild(new gl4cts::ClipControlTests(getContext(), gl4cts::ClipControlTests::API_GL_45core));
addChild(new gl4cts::DirectStateAccess::Tests(getContext()));
addChild(new gl4cts::GetTextureSubImage::Tests(getContext()));
addChild(new gl4cts::SparseTexture2Tests(getContext()));
addChild(new gl4cts::SparseTextureClampTests(getContext()));
addChild(new gl4cts::TextureFilterMinmax(getContext()));
+ addChild(new gl4cts::ShaderAtomicCounterOps(getContext()));
+ addChild(new gl4cts::ShaderGroupVote(getContext()));
+ addChild(new gl4cts::ShaderDrawParametersTests(getContext()));
}
catch (...)
{