/*************************************************************************** * * Copyright 2010,2011 BMW Car IT GmbH * * * 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 "ShaderProgram.h" #include "ShaderProgramFactory.h" #include using std::string; class ShaderProgramTest : public ::testing::Test { public: void SetUp() { string vertShaderPath(""); string fragShaderPath(""); m_pShaderProgram = ShaderProgramFactory::createProgram(vertShaderPath, fragShaderPath); ASSERT_TRUE(m_pShaderProgram); } void TearDown() { if (m_pShaderProgram) { delete m_pShaderProgram; m_pShaderProgram = 0; } } ShaderProgram* m_pShaderProgram; }; TEST_F(ShaderProgramTest, DISABLED_obtain) { } TEST_F(ShaderProgramTest, DISABLED_use) { } TEST_F(ShaderProgramTest, DISABLED_loadCommonUniforms) { } TEST_F(ShaderProgramTest, DISABLED_getVertexName) { } TEST_F(ShaderProgramTest, DISABLED_getFragmentName) { } TEST_F(ShaderProgramTest, DISABLED_ref) { } TEST_F(ShaderProgramTest, DISABLED_unref) { } TEST_F(ShaderProgramTest, DISABLED_getUniformLocation) { } TEST_F(ShaderProgramTest, DISABLED_uniform1iv) { } TEST_F(ShaderProgramTest, DISABLED_uniform1fv) { } TEST_F(ShaderProgramTest, DISABLED_uniform2fv) { } TEST_F(ShaderProgramTest, DISABLED_uniform3fv) { } TEST_F(ShaderProgramTest, DISABLED_uniform4fv) { } TEST_F(ShaderProgramTest, DISABLED_uniformMatrix2fv) { } TEST_F(ShaderProgramTest, DISABLED_uniformMatrix3fv) { } TEST_F(ShaderProgramTest, DISABLED_uniformMatrix4fv) { }