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//
// 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.
//
// GLSLCompatibilityOutputTest.cpp
// Test compiler output for glsl compatibility mode
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/compiler_test.h"
class GLSLCompatibilityOutputTest : public testing::Test
{
public:
GLSLCompatibilityOutputTest() {}
protected:
void compile(const std::string &shaderString)
{
int compilationFlags = SH_VARIABLES;
std::string infoLog;
bool compilationSuccess =
compileTestShader(GL_VERTEX_SHADER, SH_GLES2_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT,
shaderString, compilationFlags, &mTranslatedSource, &infoLog);
if (!compilationSuccess)
{
FAIL() << "Shader compilation failed " << infoLog;
}
}
bool find(const char *name) const { return mTranslatedSource.find(name) != std::string::npos; }
private:
std::string mTranslatedSource;
};
// Verify gl_Position is written when compiling in compatibility mode
TEST_F(GLSLCompatibilityOutputTest, GLPositionWrittenTest)
{
const std::string &shaderString =
"precision mediump float;\n"
"void main() {\n"
"}";
compile(shaderString);
EXPECT_TRUE(find("gl_Position"));
}