Hash :
ca03b35c
Author :
Date :
2015-09-02T12:38:13
Re-land "Compute packed varyings in ProgramD3D only." Instead of storing varying information in the shader, use a temporary set when linking a D3D program. This also means we won't have to modify information in the Shader object when linking a D3D program. This completes the refactoring for PackedVaryings. Re-land with fix for missing init of PackedVarying::vertexOnly. BUG=angleproject:1123 Change-Id: If110809c3817d88b0370ac575d739d7385b067d9 Reviewed-on: https://chromium-review.googlesource.com/296731 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
//
// Copyright 2015 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.
//
// DynamicHLSL unittests:
// Tests for DynamicHLSL and related classes.
//
#include <gtest/gtest.h>
#include "libANGLE/renderer/d3d/DynamicHLSL.h"
using namespace rx;
namespace
{
TEST(PackedVarying, DefaultInitialization)
{
sh::Varying defaultVarying;
PackedVarying pv(defaultVarying);
EXPECT_EQ(&defaultVarying, pv.varying);
EXPECT_EQ(GL_INVALID_INDEX, pv.registerIndex);
EXPECT_EQ(0, pv.columnIndex);
EXPECT_FALSE(pv.vertexOnly);
}
} // anonymous namespace