Hash :
195be942
Author :
Date :
2017-12-04T23:40:14
Always create TVariables for TIntermSymbol nodes TIntermSymbol nodes are now constructed based on a specific TVariable. This makes sure that all TIntermSymbol nodes that are created to refer to a specific temporary in an AST transform will have consistent data. The TVariable objects are not necessarily added to the symbol table levels - just those variables that can be referred to by their name during parsing need to be reachable through there. In the future this can be taken a step further so that TIntermSymbol nodes just to point to a TVariable instead of duplicating the information. BUG=angleproject:2267 TEST=angle_unittests Change-Id: I4e7bcdb0637cd3b588d3c202ef02f4b7bd7954a1 Reviewed-on: https://chromium-review.googlesource.com/811925 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright (c) 2017 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.
//
// RewriteDoWhile_test.cpp:
// Tests that the RewriteDoWhile AST transform works correctly.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/ShaderCompileTreeTest.h"
using namespace sh;
class RewriteDoWhileCrashTest : public ShaderCompileTreeTest
{
public:
RewriteDoWhileCrashTest() {}
protected:
::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; }
void SetUp() override
{
mExtraCompileOptions |= SH_REWRITE_DO_WHILE_LOOPS;
ShaderCompileTreeTest::SetUp();
}
};
// Make sure that the RewriteDoWhile step doesn't crash. Regression test.
TEST_F(RewriteDoWhileCrashTest, RunsSuccessfully)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"uniform int u;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" int foo = 1;"
" do\n"
" {\n"
" foo *= u;\n"
" } while (foo < 8);\n"
" my_FragColor = vec4(foo) * 0.1;"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}