/external/angle/src/tests/compiler_tests/ |
D | CollectVariables_test.cpp | 19 #define EXPECT_GLENUM_EQ(expected, actual) \ macro 95 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); in validateDepthRangeShader() 97 EXPECT_GLENUM_EQ(GL_FLOAT, field.type); in validateDepthRangeShader() 259 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision); in TEST_F() 262 EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type); in TEST_F() 285 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision); in TEST_F() 288 EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type); in TEST_F() 310 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, attribute.precision); in TEST_F() 313 EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, attribute.type); in TEST_F() 345 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); in TEST_F() [all …]
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/external/angle/src/tests/gl_tests/gles1/ |
D | TextureEnvTest.cpp | 56 EXPECT_GLENUM_EQ(mode, actualParams[0]); in verifyEnvironment() 60 EXPECT_GLENUM_EQ(combineRgb, actualParams[0]); in verifyEnvironment() 64 EXPECT_GLENUM_EQ(combineAlpha, actualParams[0]); in verifyEnvironment() 68 EXPECT_GLENUM_EQ(src0Rgb, actualParams[0]); in verifyEnvironment() 72 EXPECT_GLENUM_EQ(src0Alpha, actualParams[0]); in verifyEnvironment() 76 EXPECT_GLENUM_EQ(src1Rgb, actualParams[0]); in verifyEnvironment() 80 EXPECT_GLENUM_EQ(src1Alpha, actualParams[0]); in verifyEnvironment() 84 EXPECT_GLENUM_EQ(src2Rgb, actualParams[0]); in verifyEnvironment() 88 EXPECT_GLENUM_EQ(src2Alpha, actualParams[0]); in verifyEnvironment() 92 EXPECT_GLENUM_EQ(op0Rgb, actualParams[0]); in verifyEnvironment() [all …]
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D | FogTest.cpp | 42 EXPECT_GLENUM_EQ(GL_EXP, fogMode); in TEST_P() 47 EXPECT_GLENUM_EQ(GL_EXP, fogModeAsFloat); in TEST_P() 99 EXPECT_GLENUM_EQ(GL_EXP2, fogValue[0]); in TEST_P() 106 EXPECT_GLENUM_EQ(2.0f, fogValue[0]); in TEST_P() 113 EXPECT_GLENUM_EQ(2.0f, fogValue[0]); in TEST_P() 120 EXPECT_GLENUM_EQ(2.0f, fogValue[0]); in TEST_P()
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D | ShadeModelTest.cpp | 40 EXPECT_GLENUM_EQ(GL_SMOOTH, shadeModel); in TEST_P() 60 EXPECT_GLENUM_EQ(GL_FLAT, shadeModel); in TEST_P() 68 EXPECT_GLENUM_EQ(GL_SMOOTH, shadeModel); in TEST_P()
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D | MatrixModeTest.cpp | 37 EXPECT_GLENUM_EQ(GL_MODELVIEW, matrixMode); in TEST_P() 61 EXPECT_GLENUM_EQ(mode, matrixMode); in TEST_P()
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D | ClientActiveTextureTest.cpp | 39 EXPECT_GLENUM_EQ(GL_TEXTURE0, clientActiveTexture); in TEST_P() 76 EXPECT_GLENUM_EQ(GL_TEXTURE0 + i, clientActiveTexture); in TEST_P()
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/external/angle/src/tests/gl_tests/ |
D | ContextLostTest.cpp | 44 EXPECT_GLENUM_EQ(glGetGraphicsResetStatusEXT(), GL_GUILTY_CONTEXT_RESET); in TEST_P() 70 EXPECT_GLENUM_EQ(syncStatus, GL_SIGNALED); in TEST_P() 76 EXPECT_GLENUM_EQ(syncCondition, 0xBADF00D); in TEST_P() 102 EXPECT_GLENUM_EQ(shaderCompletionStatus, GL_TRUE); in TEST_P() 107 EXPECT_GLENUM_EQ(programCompletionStatus, GL_TRUE); in TEST_P() 113 EXPECT_GLENUM_EQ(shaderType, 0xBADF00D); in TEST_P() 118 EXPECT_GLENUM_EQ(linkStatus, 0xBADF00D); in TEST_P()
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D | TextureFilteringHintTest.cpp | 38 EXPECT_GLENUM_EQ(GL_DONT_CARE, intValue); in TEST_P() 43 EXPECT_GLENUM_EQ(GL_FASTEST, intValue); in TEST_P() 48 EXPECT_GLENUM_EQ(GL_NICEST, intValue); in TEST_P()
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D | RobustBufferAccessBehaviorTest.cpp | 133 EXPECT_GLENUM_EQ(GL_NO_ERROR, result); in runIndexOutOfRangeTests() 415 EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err); in TEST_P() 426 EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err); in TEST_P() 483 EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err); in TEST_P() 552 EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err); in TEST_P() 563 EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err); in TEST_P()
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D | WebGLFramebufferTest.cpp | 269 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testDepthStencilDepthStencil() 303 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testDepthStencilDepthStencil() 868 EXPECT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), in TEST_P() 878 EXPECT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), in TEST_P() 888 EXPECT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), in TEST_P() 899 EXPECT_GLENUM_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE); in TEST_P()
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D | FramebufferTest.cpp | 338 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 350 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 352 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)); in TEST_P() 379 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 416 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 435 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 586 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 602 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 607 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 1146 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() [all …]
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D | GetTexLevelParameterTest.cpp | 73 EXPECT_GLENUM_EQ(GL_RGBA, internalFormat); in TEST_P()
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D | FenceSyncTests.cpp | 172 EXPECT_GLENUM_EQ(GL_WAIT_FAILED, glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT | 0x2, 0)); in TEST_P() 177 EXPECT_GLENUM_EQ(GL_WAIT_FAILED, in TEST_P()
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D | GeometryShaderTest.cpp | 804 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT, status1); in TEST_P() 813 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT, status2); in TEST_P() 822 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT, status3); in TEST_P() 843 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, status4); in TEST_P() 859 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, status); in TEST_P() 865 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, status); in TEST_P()
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D | MultisampleCompatibilityTest.cpp | 308 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in prepareForDraw() 322 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in prepareForDraw()
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D | TextureRectangleTest.cpp | 280 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 371 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | DepthStencilFormatsTest.cpp | 313 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in depthStencilReadbackCase() 316 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in depthStencilReadbackCase() 649 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 652 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 850 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | FramebufferMultiviewTest.cpp | 439 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR, in TEST_P() 445 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR, in TEST_P() 453 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | CopyTextureTest.cpp | 466 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testCopyTexture() 540 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testCopySubTexture() 619 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 726 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 874 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 1001 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 1097 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 1165 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 1229 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | StateChangeTest.cpp | 147 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 151 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 166 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 170 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 186 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 190 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 203 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 208 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, in TEST_P() 224 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 228 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() [all …]
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D | MaxTextureSizeTest.cpp | 240 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | RobustResourceInitTest.cpp | 556 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in checkNonZeroPixels() 574 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in checkNonZeroPixels3D() 903 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 935 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 987 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | WebGLCompatibilityTest.cpp | 191 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TestFloatTextureFormat() 2818 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, in TEST_P() 3879 EXPECT_GLENUM_EQ(GL_TEXTURE, attachmentType); in TEST_P() 3908 EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType); in TEST_P() 3919 EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType); in TEST_P() 3927 EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType); in TEST_P() 3935 EXPECT_GLENUM_EQ(GL_RENDERBUFFER, attachmentType); in TEST_P()
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/external/swiftshader/tests/GLESUnitTests/ |
D | unittests.cpp | 35 #define EXPECT_GLENUM_EQ(expected, actual) EXPECT_EQ(static_cast<GLenum>(expected), static_cast<GLe… macro 37 #define EXPECT_NO_GL_ERROR() EXPECT_GLENUM_EQ(GL_NO_ERROR, glGetError()) 524 EXPECT_GLENUM_EQ(GL_INVALID_FRAMEBUFFER_OPERATION, glGetError()); in TEST_F() 908 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_F() 1028 EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, error); in TEST_F() 1046 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_F() 1398 EXPECT_GLENUM_EQ(GL_OUT_OF_MEMORY, glGetError()); in TEST_F() 1478 EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError()); in TEST_F() 1492 EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError()); in TEST_F() 1494 EXPECT_GLENUM_EQ(GL_INVALID_VALUE, glGetError()); in TEST_F() [all …]
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/external/angle/src/tests/test_utils/ |
D | ANGLETest.h | 61 #define EXPECT_GLENUM_EQ(expected, actual) \ macro 76 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(framebuffer))
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