Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 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;
}
}