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-KHR-GLES3.shaders.switch.condition_struct_fragment
-KHR-GLES3.shaders.switch.duplicate_label_vertex
-KHR-GLES3.shaders.switch.duplicate_label_fragment
-KHR-GLES3.shaders.switch.float_label_vertex
-KHR-GLES3.shaders.switch.float_label_fragment
-KHR-GLES3.shaders.switch.non_const_int_label_vertex
-KHR-GLES3.shaders.switch.non_const_int_label_fragment
-KHR-GLES3.shaders.switch.statement_before_label_vertex
-KHR-GLES3.shaders.switch.statement_before_label_fragment
-KHR-GLES3.shaders.switch.statement_before_default_label_vertex
-KHR-GLES3.shaders.switch.statement_before_default_label_fragment
-KHR-GLES3.shaders.switch.no_statement_after_label_vertex
-KHR-GLES3.shaders.switch.no_statement_after_label_fragment
-KHR-GLES3.shaders.switch.no_statement_after_default_label_vertex
-KHR-GLES3.shaders.switch.no_statement_after_default_label_fragment
-KHR-GLES3.shaders.switch.case_in_if_vertex
-KHR-GLES3.shaders.switch.case_in_if_fragment
-KHR-GLES3.shaders.switch.default_in_if_vertex
-KHR-GLES3.shaders.switch.default_in_if_fragment
-KHR-GLES3.shaders.switch.case_in_for_loop_vertex
-KHR-GLES3.shaders.switch.case_in_for_loop_fragment
-KHR-GLES3.shaders.switch.default_in_for_loop_vertex
-KHR-GLES3.shaders.switch.default_in_for_loop_fragment
-KHR-GLES3.shaders.switch.case_in_while_loop_vertex
-KHR-GLES3.shaders.switch.case_in_while_loop_fragment
-KHR-GLES3.shaders.switch.default_in_while_loop_vertex
-KHR-GLES3.shaders.switch.default_in_while_loop_fragment
-KHR-GLES3.shaders.switch.case_in_do_while_loop_vertex
-KHR-GLES3.shaders.switch.case_in_do_while_loop_fragment
-KHR-GLES3.shaders.switch.default_in_do_while_loop_vertex
-KHR-GLES3.shaders.switch.default_in_do_while_loop_fragment
-KHR-GLES3.shaders.switch.missing_colon_vertex
-KHR-GLES3.shaders.switch.missing_colon_fragment
-KHR-GLES3.shaders.switch.missing_opening_brace_vertex
-KHR-GLES3.shaders.switch.missing_opening_brace_fragment
-KHR-GLES3.shaders.switch.missing_closing_brace_vertex
-KHR-GLES3.shaders.switch.missing_closing_brace_fragment
-KHR-GLES3.shaders.switch.double_case_vertex
-KHR-GLES3.shaders.switch.double_case_fragment
-KHR-GLES3.shaders.switch.double_default_1_vertex
-KHR-GLES3.shaders.switch.double_default_1_fragment
-KHR-GLES3.shaders.switch.double_default_2_vertex
-KHR-GLES3.shaders.switch.double_default_2_fragment
KHR-GLES3.shaders.uniform_block.single_basic_type.shared.lowp_float
KHR-GLES3.shaders.uniform_block.single_basic_type.shared.mediump_float
KHR-GLES3.shaders.uniform_block.single_basic_type.shared.highp_float
glcShaderRenderCase.hpp
glcShaderStructTests.cpp
glcShaderStructTests.hpp
- glcShaderSwitchTests.cpp
- glcShaderSwitchTests.hpp
glcSampleVariablesTests.cpp
glcSampleVariablesTests.hpp
glcSpirvUtils.cpp
+++ /dev/null
-/*-------------------------------------------------------------------------
- * OpenGL Conformance Test Suite
- * -----------------------------
- *
- * Copyright (c) 2016 Google Inc.
- * Copyright (c) 2016 The Khronos Group Inc.
- *
- * 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 Shader switch statement tests.
- */ /*-------------------------------------------------------------------*/
-
-#include "glcShaderSwitchTests.hpp"
-#include "deMath.h"
-#include "glcShaderLibrary.hpp"
-#include "glcShaderRenderCase.hpp"
-#include "tcuStringTemplate.hpp"
-
-namespace deqp
-{
-
-using std::string;
-using std::map;
-using std::vector;
-
-class ShaderSwitchCase : public ShaderRenderCase
-{
-public:
- ShaderSwitchCase(Context& context, const char* name, const char* description, bool isVertexCase,
- const char* vtxSource, const char* fragSource, ShaderEvalFunc evalFunc);
- virtual ~ShaderSwitchCase(void);
-};
-
-ShaderSwitchCase::ShaderSwitchCase(Context& context, const char* name, const char* description, bool isVertexCase,
- const char* vtxSource, const char* fragSource, ShaderEvalFunc evalFunc)
- : ShaderRenderCase(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name,
- description, isVertexCase, evalFunc)
-{
- m_vertShaderSource = vtxSource;
- m_fragShaderSource = fragSource;
-}
-
-ShaderSwitchCase::~ShaderSwitchCase(void)
-{
-}
-
-enum SwitchType
-{
- SWITCHTYPE_STATIC = 0,
- SWITCHTYPE_UNIFORM,
- SWITCHTYPE_DYNAMIC,
-
- SWITCHTYPE_LAST
-};
-
-static void evalSwitchStatic(ShaderEvalContext& evalCtx)
-{
- evalCtx.color.xyz() = evalCtx.coords.swizzle(1, 2, 3);
-}
-static void evalSwitchUniform(ShaderEvalContext& evalCtx)
-{
- evalCtx.color.xyz() = evalCtx.coords.swizzle(1, 2, 3);
-}
-static void evalSwitchDynamic(ShaderEvalContext& evalCtx)
-{
- switch (int(deFloatFloor(evalCtx.coords.z() * 1.5f + 2.0f)))
- {
- case 0:
- evalCtx.color.xyz() = evalCtx.coords.swizzle(0, 1, 2);
- break;
- case 1:
- evalCtx.color.xyz() = evalCtx.coords.swizzle(3, 2, 1);
- break;
- case 2:
- evalCtx.color.xyz() = evalCtx.coords.swizzle(1, 2, 3);
- break;
- case 3:
- evalCtx.color.xyz() = evalCtx.coords.swizzle(2, 1, 0);
- break;
- default:
- evalCtx.color.xyz() = evalCtx.coords.swizzle(0, 0, 0);
- break;
- }
-}
-
-static tcu::TestCase* makeSwitchCase(Context& context, glu::GLSLVersion glslVersion, const char* name, const char* desc,
- SwitchType type, bool isVertex, const LineStream& switchBody)
-{
- std::ostringstream vtx;
- std::ostringstream frag;
- std::ostringstream& op = isVertex ? vtx : frag;
-
- vtx << glu::getGLSLVersionDeclaration(glslVersion) << "\n"
- << "in highp vec4 a_position;\n"
- << "in highp vec4 a_coords;\n";
- frag << glu::getGLSLVersionDeclaration(glslVersion) << "\n"
- << "layout(location = 0) out mediump vec4 o_color;\n";
-
- if (isVertex)
- {
- vtx << "out mediump vec4 v_color;\n";
- frag << "in mediump vec4 v_color;\n";
- }
- else
- {
- vtx << "out highp vec4 v_coords;\n";
- frag << "in highp vec4 v_coords;\n";
- }
-
- if (type == SWITCHTYPE_UNIFORM)
- op << "uniform highp int ui_two;\n";
-
- vtx << "\n"
- << "void main (void)\n"
- << "{\n"
- << " gl_Position = a_position;\n";
- frag << "\n"
- << "void main (void)\n"
- << "{\n";
-
- // Setup.
- op << " highp vec4 coords = " << (isVertex ? "a_coords" : "v_coords") << ";\n";
- op << " mediump vec3 res = vec3(0.0);\n\n";
-
- // Switch body.
- map<string, string> params;
- params["CONDITION"] = type == SWITCHTYPE_STATIC ?
- "2" :
- type == SWITCHTYPE_UNIFORM ?
- "ui_two" :
- type == SWITCHTYPE_DYNAMIC ? "int(floor(coords.z*1.5 + 2.0))" : "???";
-
- op << tcu::StringTemplate(switchBody.str()).specialize(params).c_str();
- op << "\n";
-
- if (isVertex)
- {
- vtx << " v_color = vec4(res, 1.0);\n";
- frag << " o_color = v_color;\n";
- }
- else
- {
- vtx << " v_coords = a_coords;\n";
- frag << " o_color = vec4(res, 1.0);\n";
- }
-
- vtx << "}\n";
- frag << "}\n";
-
- return new ShaderSwitchCase(context, name, desc, isVertex, vtx.str().c_str(), frag.str().c_str(),
- type == SWITCHTYPE_STATIC ?
- evalSwitchStatic :
- type == SWITCHTYPE_UNIFORM ?
- evalSwitchUniform :
- type == SWITCHTYPE_DYNAMIC ? evalSwitchDynamic : (ShaderEvalFunc)DE_NULL);
-}
-
-static void makeSwitchCases(TestCaseGroup* group, glu::GLSLVersion glslVersion, const char* name, const char* desc,
- const LineStream& switchBody)
-{
- static const char* switchTypeNames[] = { "static", "uniform", "dynamic" };
- DE_STATIC_ASSERT(DE_LENGTH_OF_ARRAY(switchTypeNames) == SWITCHTYPE_LAST);
-
- for (int type = 0; type < SWITCHTYPE_LAST; type++)
- {
- group->addChild(makeSwitchCase(group->getContext(), glslVersion,
- (string(name) + "_" + switchTypeNames[type] + "_vertex").c_str(), desc,
- (SwitchType)type, true, switchBody));
- group->addChild(makeSwitchCase(group->getContext(), glslVersion,
- (string(name) + "_" + switchTypeNames[type] + "_fragment").c_str(), desc,
- (SwitchType)type, false, switchBody));
- }
-}
-
-ShaderSwitchTests::ShaderSwitchTests(Context& context, glu::GLSLVersion glslVersion)
- : TestCaseGroup(context, "switch", "Switch statement tests"), m_glslVersion(glslVersion)
-{
- DE_ASSERT(glslVersion == glu::GLSL_VERSION_300_ES || glslVersion == glu::GLSL_VERSION_310_ES ||
- glslVersion == glu::GLSL_VERSION_330);
-}
-
-ShaderSwitchTests::~ShaderSwitchTests(void)
-{
-}
-
-void ShaderSwitchTests::init(void)
-{
- // Expected swizzles:
- // 0: xyz
- // 1: wzy
- // 2: yzw
- // 3: zyx
-
- makeSwitchCases(this, m_glslVersion, "basic", "Basic switch statement usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2: res = coords.yzw; break;"
- << " case 3: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "const_expr_in_label", "Constant expression in label",
- LineStream(1) << "const int t = 2;"
- << "switch (${CONDITION})"
- << "{"
- << " case int(0.0): res = coords.xyz; break;"
- << " case 2-1: res = coords.wzy; break;"
- << " case 3&(1<<1): res = coords.yzw; break;"
- << " case t+1: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "default_label", "Default label usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 3: res = coords.zyx; break;"
- << " default: res = coords.yzw;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "default_not_last", "Default label usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " default: res = coords.yzw; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 3: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "no_default_label", "No match in switch without default label",
- LineStream(1) << "res = coords.yzw;\n"
- << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 3: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "fall_through", "Fall-through",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2: coords = coords.yzwx;"
- << " case 4: res = vec3(coords); break;"
- << " case 3: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "fall_through_default", "Fall-through",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 3: res = coords.zyx; break;"
- << " case 2: coords = coords.yzwx;"
- << " default: res = vec3(coords);"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "conditional_fall_through", "Fall-through",
- LineStream(1) << "highp vec4 tmp = coords;"
- << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2:"
- << " tmp = coords.yzwx;"
- << " case 3:"
- << " res = vec3(tmp);"
- << " if (${CONDITION} != 3)"
- << " break;"
- << " default: res = tmp.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "conditional_fall_through_2", "Fall-through",
- LineStream(1) << "highp vec4 tmp = coords;"
- << "mediump int c = ${CONDITION};"
- << "switch (c)"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2:"
- << " c += ${CONDITION};"
- << " tmp = coords.yzwx;"
- << " case 3:"
- << " res = vec3(tmp);"
- << " if (c == 4)"
- << " break;"
- << " default: res = tmp.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "scope", "Basic switch statement usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2:"
- << " {"
- << " mediump vec3 t = coords.yzw;"
- << " res = t;"
- << " break;"
- << " }"
- << " case 3: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "switch_in_if", "Switch in for loop",
- LineStream(1) << "if (${CONDITION} >= 0)"
- << "{"
- << " switch (${CONDITION})"
- << " {"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2: res = coords.yzw; break;"
- << " case 3: res = coords.zyx; break;"
- << " }"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "switch_in_for_loop", "Switch in for loop",
- LineStream(1) << "for (int i = 0; i <= ${CONDITION}; i++)"
- << "{"
- << " switch (i)"
- << " {"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2: res = coords.yzw; break;"
- << " case 3: res = coords.zyx; break;"
- << " }"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "switch_in_while_loop", "Switch in while loop",
- LineStream(1) << "int i = 0;"
- << "while (i <= ${CONDITION})"
- << "{"
- << " switch (i)"
- << " {"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2: res = coords.yzw; break;"
- << " case 3: res = coords.zyx; break;"
- << " }"
- << " i += 1;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "switch_in_do_while_loop", "Switch in do-while loop",
- LineStream(1) << "int i = 0;"
- << "do"
- << "{"
- << " switch (i)"
- << " {"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " case 2: res = coords.yzw; break;"
- << " case 3: res = coords.zyx; break;"
- << " }"
- << " i += 1;"
- << "} while (i <= ${CONDITION});");
-
- makeSwitchCases(this, m_glslVersion, "if_in_switch", "Basic switch statement usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1: res = coords.wzy; break;"
- << " default:"
- << " if (${CONDITION} == 2)"
- << " res = coords.yzw;"
- << " else"
- << " res = coords.zyx;"
- << " break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "for_loop_in_switch", "Basic switch statement usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1:"
- << " case 2:"
- << " {"
- << " highp vec3 t = coords.yzw;"
- << " for (int i = 0; i < ${CONDITION}; i++)"
- << " t = t.zyx;"
- << " res = t;"
- << " break;"
- << " }"
- << " default: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "while_loop_in_switch", "Basic switch statement usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1:"
- << " case 2:"
- << " {"
- << " highp vec3 t = coords.yzw;"
- << " int i = 0;"
- << " while (i < ${CONDITION})"
- << " {"
- << " t = t.zyx;"
- << " i += 1;"
- << " }"
- << " res = t;"
- << " break;"
- << " }"
- << " default: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "do_while_loop_in_switch", "Basic switch statement usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1:"
- << " case 2:"
- << " {"
- << " highp vec3 t = coords.yzw;"
- << " int i = 0;"
- << " do"
- << " {"
- << " t = t.zyx;"
- << " i += 1;"
- << " } while (i < ${CONDITION});"
- << " res = t;"
- << " break;"
- << " }"
- << " default: res = coords.zyx; break;"
- << "}");
-
- makeSwitchCases(this, m_glslVersion, "switch_in_switch", "Basic switch statement usage",
- LineStream(1) << "switch (${CONDITION})"
- << "{"
- << " case 0: res = coords.xyz; break;"
- << " case 1:"
- << " case 2:"
- << " switch (${CONDITION} - 1)"
- << " {"
- << " case 0: res = coords.wzy; break;"
- << " case 1: res = coords.yzw; break;"
- << " }"
- << " break;"
- << " default: res = coords.zyx; break;"
- << "}");
-
- // Negative cases.
- {
- ShaderLibrary library(m_testCtx, m_context.getRenderContext());
- bool isES3 = m_glslVersion == glu::GLSL_VERSION_300_ES || m_glslVersion == glu::GLSL_VERSION_310_ES;
- std::string path = "";
-
- if (!isES3)
- {
- path += "gl33/";
- }
- path += "switch.test";
- vector<tcu::TestNode*> negativeCases = library.loadShaderFile(path.c_str());
-
- for (vector<tcu::TestNode*>::iterator i = negativeCases.begin(); i != negativeCases.end(); i++)
- addChild(*i);
- }
-}
-
-} // deqp
+++ /dev/null
-#ifndef _GLCSHADERSWITCHTESTS_HPP
-#define _GLCSHADERSWITCHTESTS_HPP
-/*-------------------------------------------------------------------------
- * OpenGL Conformance Test Suite
- * -----------------------------
- *
- * Copyright (c) 2016 Google Inc.
- * Copyright (c) 2016 The Khronos Group Inc.
- *
- * 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 Shader switch statement tests.
- */ /*-------------------------------------------------------------------*/
-
-#ifndef _GLCTESTCASE_HPP
-#include "glcTestCase.hpp"
-#endif
-#ifndef _GLUSHADERUTIL_HPP
-#include "gluShaderUtil.hpp"
-#endif
-
-namespace deqp
-{
-
-class ShaderSwitchTests : public TestCaseGroup
-{
-public:
- ShaderSwitchTests(Context& context, glu::GLSLVersion glslVersion);
- virtual ~ShaderSwitchTests(void);
-
- virtual void init(void);
-
-private:
- ShaderSwitchTests(const ShaderSwitchTests&); // not allowed!
- ShaderSwitchTests& operator=(const ShaderSwitchTests&); // not allowed!
-
- glu::GLSLVersion m_glslVersion;
-};
-
-} // deqp
-
-#endif // _GLCSHADERSWITCHTESTS_HPP
#include "glcShaderLoopTests.hpp"
#include "glcShaderNegativeTests.hpp"
#include "glcShaderStructTests.hpp"
-#include "glcShaderSwitchTests.hpp"
#include "glcTextureRepeatModeTests.hpp"
#include "glcUniformBlockTests.hpp"
#include "glcNearestEdgeTests.hpp"
addChild(
new deqp::ShaderLibraryGroup(m_context, "preprocessor", "Preprocessor Tests", "gl33/preprocessor.test"));
addChild(new deqp::ShaderStructTests(m_context, glu::GLSL_VERSION_330));
- addChild(new deqp::ShaderSwitchTests(m_context, glu::GLSL_VERSION_330));
addChild(new deqp::UniformBlockTests(m_context, glu::GLSL_VERSION_330));
addChild(new deqp::ShaderIntegerMixTests(m_context, glu::GLSL_VERSION_330));
addChild(new deqp::ShaderNegativeTests(m_context, glu::GLSL_VERSION_330));
#include "glcShaderMacroTests.hpp"
#include "glcShaderNegativeTests.hpp"
#include "glcShaderStructTests.hpp"
-#include "glcShaderSwitchTests.hpp"
#include "glcTextureFilterAnisotropicTests.hpp"
#include "glcTextureRepeatModeTests.hpp"
#include "glcUniformBlockTests.hpp"
"literal_parsing.test"));
addChild(new deqp::ShaderLibraryGroup(m_context, "name_hiding", "Name Hiding Tests", "name_hiding.test"));
addChild(new deqp::ShaderStructTests(m_context, glu::GLSL_VERSION_300_ES));
- addChild(new deqp::ShaderSwitchTests(m_context, glu::GLSL_VERSION_300_ES));
addChild(new deqp::UniformBlockTests(m_context, glu::GLSL_VERSION_300_ES));
addChild(new deqp::GLSLVectorConstructorTests(m_context, glu::GLSL_VERSION_300_ES));
addChild(new deqp::ShaderIntegerMixTests(m_context, glu::GLSL_VERSION_300_ES));
#include "glcShaderMacroTests.hpp"
#include "glcShaderNegativeTests.hpp"
#include "glcShaderStructTests.hpp"
-#include "glcShaderSwitchTests.hpp"
#include "glcTextureCompatibilityTests.hpp"
#include "glcUniformBlockTests.hpp"
#include "glcNearestEdgeTests.hpp"