| // |
| // Copyright 2016 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. |
| // |
| // ConstantFoldingTest.cpp: |
| // Utilities for constant folding tests. |
| // |
| |
| #include "tests/test_utils/ConstantFoldingTest.h" |
| |
| #include "GLSLANG/ShaderLang.h" |
| #include "angle_gl.h" |
| #include "compiler/translator/glsl/TranslatorESSL.h" |
| |
| using namespace sh; |
| |
| void ConstantFoldingExpressionTest::evaluate(const std::string &type, const std::string &expression) |
| { |
| // We first assign the expression into a const variable so we can also verify that it gets |
| // qualified as a constant expression. We then assign that constant expression into my_FragColor |
| // to make sure that the value is not pruned. |
| std::stringstream shaderStream; |
| shaderStream << "#version 310 es\n" |
| "precision mediump float;\n" |
| << "out " << type << " my_FragColor;\n" |
| << "void main()\n" |
| "{\n" |
| << " const " << type << " v = " << expression << ";\n" |
| << " my_FragColor = v;\n" |
| "}\n"; |
| compileAssumeSuccess(shaderStream.str()); |
| } |
| |
| void ConstantFoldingExpressionTest::evaluateIvec4(const std::string &ivec4Expression) |
| { |
| evaluate("ivec4", ivec4Expression); |
| } |
| |
| void ConstantFoldingExpressionTest::evaluateVec4(const std::string &ivec4Expression) |
| { |
| evaluate("vec4", ivec4Expression); |
| } |
| |
| void ConstantFoldingExpressionTest::evaluateFloat(const std::string &floatExpression) |
| { |
| evaluate("float", floatExpression); |
| } |
| |
| void ConstantFoldingExpressionTest::evaluateInt(const std::string &intExpression) |
| { |
| evaluate("int", intExpression); |
| } |
| |
| void ConstantFoldingExpressionTest::evaluateUint(const std::string &uintExpression) |
| { |
| evaluate("uint", uintExpression); |
| } |