blob: a55c9fb37890621122c269f239fff60a448b7012 [file] [log] [blame]
//
// 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.
//
// 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"));
}