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

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  • Author : Jamie Madill
    Date : 2018-11-27 11:34:27
    Hash : b980c563
    Message : Reformat all cpp and h files. This applies git cl format --full to all ANGLE sources. Bug: angleproject:2986 Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f Reviewed-on: https://chromium-review.googlesource.com/c/1351367 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@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 "GLSLANG/ShaderLang.h"
    #include "angle_gl.h"
    #include "gtest/gtest.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 _uf"));
        ASSERT_TRUE(notFoundInCode("float, _uf"));
        ASSERT_TRUE(notFoundInCode("float, f"));
        ASSERT_TRUE(notFoundInCode("float _u, _uf"));
    }
    
    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 _uS"));
        ASSERT_TRUE(foundInCode("uniform _uS"));
        ASSERT_TRUE(notFoundInCode("const struct _uS"));
    }
    
    }  // namespace