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kc3-lang/angle/src/tests/compiler_tests/PruneEmptyDeclarations_test.cpp

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  • Author : Jamie Madill
    Date : 2016-11-07 13:58:48
    Hash : 45bcc784
    Message : translator: Scope all classes with "sh". I was seeing an odd problem with our PoolAlloc conflicting with the glslang/Vulkan TIntermNode, so the fix was to move everything to a separate namespace. The bison grammars are also regenerated. No functional changes. BUG=angleproject:1576 Change-Id: I959c7afe4c092f0d458432c07b4dcee4d39513f3 Reviewed-on: https://chromium-review.googlesource.com/408267 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/compiler_tests/PruneEmptyDeclarations_test.cpp
  • //
    // Copyright (c) 2016 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // PruneEmptyDeclarations_test.cpp:
    //   Tests for pruning empty declarations.
    //
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "tests/test_utils/compiler_test.h"
    
    using namespace sh;
    
    namespace
    {
    
    class PruneEmptyDeclarationsTest : public MatchOutputCodeTest
    {
      public:
        PruneEmptyDeclarationsTest()
            : MatchOutputCodeTest(GL_VERTEX_SHADER, 0, SH_GLSL_COMPATIBILITY_OUTPUT)
        {
        }
    };
    
    TEST_F(PruneEmptyDeclarationsTest, EmptyDeclarationStartsDeclaratorList)
    {
        const std::string shaderString =
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main()\n"
            "{\n"
            "   float, f;\n"
            "   gl_Position = vec4(u * f);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInCode("float f"));
        ASSERT_TRUE(notFoundInCode("float, f"));
    }
    
    TEST_F(PruneEmptyDeclarationsTest, EmptyStructDeclarationWithQualifiers)
    {
        const std::string shaderString =
            "precision mediump float;\n"
            "const struct S { float f; };\n"
            "uniform S s;"
            "void main()\n"
            "{\n"
            "   gl_Position = vec4(s.f);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInCode("struct S"));
        ASSERT_TRUE(foundInCode("uniform S"));
        ASSERT_TRUE(notFoundInCode("const struct S"));
    }
    
    }  // namespace