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//
// 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.
//
// MSLOutput_test.cpp:
// Tests for MSL output.
//
#include <regex>
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class MSLVertexOutputTest : public MatchOutputCodeTest
{
public:
MSLVertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, 0, SH_MSL_METAL_OUTPUT) {}
};
class MSLOutputTest : public MatchOutputCodeTest
{
public:
MSLOutputTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_MSL_METAL_OUTPUT) {}
};
TEST_F(MSLOutputTest, AnonymousStruct)
{
const std::string &shaderString =
R"(
precision mediump float;
struct { vec4 v; } anonStruct;
void main() {
anonStruct.v = vec4(0.0,1.0,0.0,1.0);
gl_FragColor = anonStruct.v;
})";
compile(shaderString, SH_VARIABLES);
// FIXME: This success condition is expected to fail now.
// When WebKit build is able to run the tests, this should be changed to something else.
ASSERT_TRUE(foundInCode(SH_MSL_METAL_OUTPUT, "__unnamed"));
}