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Diffstat (limited to 'Source/ThirdParty/ANGLE/src/tests/compiler_tests/ShCompile_test.cpp')
-rw-r--r-- | Source/ThirdParty/ANGLE/src/tests/compiler_tests/ShCompile_test.cpp | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/Source/ThirdParty/ANGLE/src/tests/compiler_tests/ShCompile_test.cpp b/Source/ThirdParty/ANGLE/src/tests/compiler_tests/ShCompile_test.cpp new file mode 100644 index 000000000..2a514a9e4 --- /dev/null +++ b/Source/ThirdParty/ANGLE/src/tests/compiler_tests/ShCompile_test.cpp @@ -0,0 +1,83 @@ +// +// Copyright (c) 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. +// +// ShCompile_test.cpp +// Test the ShCompile interface with different parameters. +// + +#include "angle_gl.h" +#include "gtest/gtest.h" +#include "GLSLANG/ShaderLang.h" + +class ShCompileTest : public testing::Test +{ + public: + ShCompileTest() {} + + protected: + void SetUp() override + { + ShInitBuiltInResources(&mResources); + mCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_WEBGL_SPEC, + SH_GLSL_COMPATIBILITY_OUTPUT, &mResources); + ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed."; + } + + void TearDown() override + { + if (mCompiler) + { + ShDestruct(mCompiler); + mCompiler = nullptr; + } + } + + void testCompile(const char **shaderStrings, int stringCount, bool expectation) + { + bool success = ShCompile(mCompiler, shaderStrings, stringCount, 0); + const std::string &compileLog = ShGetInfoLog(mCompiler); + EXPECT_EQ(expectation, success) << compileLog; + } + + private: + ShBuiltInResources mResources; + ShHandle mCompiler; +}; + +// Test calling ShCompile with more than one shader source string. +TEST_F(ShCompileTest, MultipleShaderStrings) +{ + const std::string &shaderString1 = + "precision mediump float;\n" + "void main() {\n"; + const std::string &shaderString2 = + " gl_FragColor = vec4(0.0);\n" + "}"; + + const char *shaderStrings[] = {shaderString1.c_str(), shaderString2.c_str()}; + + testCompile(shaderStrings, 2, true); +} + +// Test calling ShCompile with a tokens split into different shader source strings. +TEST_F(ShCompileTest, TokensSplitInShaderStrings) +{ + const std::string &shaderString1 = + "precision mediump float;\n" + "void ma"; + const std::string &shaderString2 = + "in() {\n" + "#i"; + const std::string &shaderString3 = + "f 1\n" + " gl_FragColor = vec4(0.0);\n" + "#endif\n" + "}"; + + const char *shaderStrings[] = {shaderString1.c_str(), shaderString2.c_str(), + shaderString3.c_str()}; + + testCompile(shaderStrings, 3, true); +} |