Commit 0304d2fe by Olli Etuaho

Don't split the file into two chunks in shader_translator

Splitting the file into two strings in shader_translator complicated testing line/file numbering related functionality with it, since each chunk passed to ShCompile has its own file number and line numbering. These are exposed to the preprocessor in __FILE__ and __LINE__ predefined macros. Just supply the file to ShCompile in a single string. Also, since the original motivation for splitting the string seems to have been to exercise ShCompile with multiple strings, add a new unit test that ensures that ShCompile handles multiple strings as expected. BUG=angleproject:989 TEST=angle_unittests Change-Id: I31d24925ec85ca3411e537df25a985f09737403e Reviewed-on: https://chromium-review.googlesource.com/297251Tested-by: 's avatarOlli Etuaho <oetuaho@nvidia.com> Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
parent b654f659
...@@ -34,8 +34,9 @@ static void PrintVariable(const std::string &prefix, size_t index, const sh::Sha ...@@ -34,8 +34,9 @@ static void PrintVariable(const std::string &prefix, size_t index, const sh::Sha
static void PrintActiveVariables(ShHandle compiler); static void PrintActiveVariables(ShHandle compiler);
// If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is // If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is
// broken into that many chunks. // broken into that many chunks. This will affect file/line numbering in
const unsigned int NUM_SOURCE_STRINGS = 2; // the preprocessor.
const unsigned int NUM_SOURCE_STRINGS = 1;
typedef std::vector<char *> ShaderSource; typedef std::vector<char *> ShaderSource;
static bool ReadShaderSource(const char *fileName, ShaderSource &source); static bool ReadShaderSource(const char *fileName, ShaderSource &source);
static void FreeShaderSource(ShaderSource &source); static void FreeShaderSource(ShaderSource &source);
......
...@@ -51,6 +51,7 @@ ...@@ -51,6 +51,7 @@
'<(angle_path)/src/tests/compiler_tests/RemovePow_test.cpp', '<(angle_path)/src/tests/compiler_tests/RemovePow_test.cpp',
'<(angle_path)/src/tests/compiler_tests/ShaderExtension_test.cpp', '<(angle_path)/src/tests/compiler_tests/ShaderExtension_test.cpp',
'<(angle_path)/src/tests/compiler_tests/ShaderVariable_test.cpp', '<(angle_path)/src/tests/compiler_tests/ShaderVariable_test.cpp',
'<(angle_path)/src/tests/compiler_tests/ShCompile_test.cpp',
'<(angle_path)/src/tests/compiler_tests/TypeTracking_test.cpp', '<(angle_path)/src/tests/compiler_tests/TypeTracking_test.cpp',
'<(angle_path)/src/tests/compiler_tests/VariablePacker_test.cpp', '<(angle_path)/src/tests/compiler_tests/VariablePacker_test.cpp',
'<(angle_path)/src/tests/preprocessor_tests/char_test.cpp', '<(angle_path)/src/tests/preprocessor_tests/char_test.cpp',
......
//
// 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_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);
}
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