/* * Copyright (c) 2022 Shenzhen Kaihong Digital Industry Development Co., Ltd. * 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. */ #include #include #include "../Deqpgles2BaseFunc.h" #include "../ActsDeqpgles20008TestSuite.h" #include "shrinkdefine.h" using namespace std; using namespace testing::ext; using namespace OHOS; static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007784, "dEQP-GLES2.functional.shaders.builti", "n_variable.max_vertex_attribs_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007785, "dEQP-GLES2.functional.shaders.builtin", "_variable.max_vertex_attribs_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007786, "dEQP-GLES2.functional.shaders.builtin_va", "riable.max_vertex_uniform_vectors_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007787, "dEQP-GLES2.functional.shaders.builtin_var", "iable.max_vertex_uniform_vectors_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007788, "dEQP-GLES2.functional.shaders.builtin_var", "iable.max_fragment_uniform_vectors_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007789, "dEQP-GLES2.functional.shaders.builtin_vari", "able.max_fragment_uniform_vectors_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007790, "dEQP-GLES2.functional.shaders.builti", "n_variable.max_varying_vectors_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007791, "dEQP-GLES2.functional.shaders.builtin", "_variable.max_varying_vectors_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007792, "dEQP-GLES2.functional.shaders.builtin_", "variable.max_texture_image_units_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007793, "dEQP-GLES2.functional.shaders.builtin_v", "ariable.max_texture_image_units_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007794, "dEQP-GLES2.functional.shaders.builtin_vari", "able.max_vertex_texture_image_units_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007795, "dEQP-GLES2.functional.shaders.builtin_varia", "ble.max_vertex_texture_image_units_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007796, "dEQP-GLES2.functional.shaders.builtin_varia", "ble.max_combined_texture_image_units_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007797, "dEQP-GLES2.functional.shaders.builtin_variab", "le.max_combined_texture_image_units_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007798, "dEQP-GLES2.functional.shaders.built", "in_variable.max_draw_buffers_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007799, "dEQP-GLES2.functional.shaders.builti", "n_variable.max_draw_buffers_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007800, "dEQP-GLES2.functional.shaders.bu", "iltin_variable.depth_range_vertex"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007801, "dEQP-GLES2.functional.shaders.bui", "ltin_variable.depth_range_fragment"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007802, "dEQP-GLES2.functional.shaders.", "builtin_variable.fragcoord_xyz"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007803, "dEQP-GLES2.functional.shaders", ".builtin_variable.fragcoord_w"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007804, "dEQP-GLES2.functional.shader", "s.builtin_variable.pointcoord"); static SHRINK_HWTEST_F(ActsDeqpgles20008TestSuite, TestCase_007805, "dEQP-GLES2.functional.shaders", ".builtin_variable.frontfacing");