Hash :
b980c563
Author :
Date :
2018-11-27T11:34:27
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>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73
//
// 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.
//
// RegenerateStructNames_test.cpp:
// Tests for regenerating struct names.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class RegenerateStructNamesTest : public MatchOutputCodeTest
{
public:
RegenerateStructNamesTest()
: MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_REGENERATE_STRUCT_NAMES, SH_ESSL_OUTPUT)
{}
};
// Test that a struct defined in a function scope is renamed. The global struct that's used as a
// type of a uniform cannot be renamed.
TEST_F(RegenerateStructNamesTest, GlobalStructAndLocalStructWithTheSameName)
{
const std::string &shaderString =
R"(precision mediump float;
struct myStruct
{
float foo;
};
uniform myStruct us;
void main()
{
struct myStruct
{
vec2 bar;
};
myStruct scoped;
scoped.bar = vec2(1.0, 2.0) * us.foo;
gl_FragColor = vec4(scoped.bar, 0.0, 1.0);
})";
compile(shaderString);
EXPECT_TRUE(foundInCode("struct _umyStruct"));
EXPECT_TRUE(foundInCode("struct _u_webgl_struct_"));
}
// Test that a nameless struct is handled gracefully.
TEST_F(RegenerateStructNamesTest, NamelessStruct)
{
const std::string &shaderString =
R"(precision mediump float;
uniform float u;
void main()
{
struct
{
vec2 bar;
} scoped;
scoped.bar = vec2(1.0, 2.0) * u;
gl_FragColor = vec4(scoped.bar, 0.0, 1.0);
})";
compile(shaderString);
EXPECT_TRUE(foundInCode("struct"));
}