#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class UnfoldShortCircuitASTTest : public MatchOutputCodeTest
{
public:
UnfoldShortCircuitASTTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_GLSL_330_CORE_OUTPUT)
{
ShCompileOptions defaultCompileOptions = {};
defaultCompileOptions.unfoldShortCircuit = true;
setDefaultCompileOptions(defaultCompileOptions);
}
};
TEST_F(UnfoldShortCircuitASTTest, UnfoldAnd)
{
const std::string &shaderString =
R"(#version 300 es
precision highp float;
out vec4 color;
uniform bool b;
uniform bool b2;
void main()
{
color = vec4(0, 0, 0, 1);
if (b && b2)
{
color = vec4(0, 1, 0, 1);
}
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("(_ub) ? (_ub2) : (false)"));
}
TEST_F(UnfoldShortCircuitASTTest, UnfoldOr)
{
const std::string &shaderString =
R"(#version 300 es
precision highp float;
out vec4 color;
uniform bool b;
uniform bool b2;
void main()
{
color = vec4(0, 0, 0, 1);
if (b || b2)
{
color = vec4(0, 1, 0, 1);
}
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("(_ub) ? (true) : (_ub2)"));
}
TEST_F(UnfoldShortCircuitASTTest, UnfoldNested)
{
const std::string &shaderString =
R"(#version 300 es
precision highp float;
out vec4 color;
uniform bool b;
uniform bool b2;
uniform bool b3;
void main()
{
color = vec4(0, 0, 0, 1);
if (b && (b2 || b3))
{
color = vec4(0, 1, 0, 1);
}
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("(_ub) ? (((_ub2) ? (true) : (_ub3))) : (false)"));
}