Fix ASSERT when rewriting else-if blocks with no else.
The code assumed an else-if would end in an else. We can also save a
few allocations in the cases where there is no else.
BUG=angle:699
Change-Id: I550857366775b4a34aea97e117ef732297d3f448
Reviewed-on: https://chromium-review.googlesource.com/208681
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
diff --git a/tests/angle_tests/GLSLTest.cpp b/tests/angle_tests/GLSLTest.cpp
index ea04478..ee6735f 100644
--- a/tests/angle_tests/GLSLTest.cpp
+++ b/tests/angle_tests/GLSLTest.cpp
@@ -143,3 +143,65 @@
GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
+
+TEST_F(GLSLTest, ElseIfRewriting)
+{
+ const std::string &vertexShaderSource =
+ "attribute vec4 a_position;\n"
+ "varying float v;\n"
+ "void main() {\n"
+ " gl_Position = a_position;\n"
+ " v = 1.0;\n"
+ " if (a_position.x <= 0.5) {\n"
+ " v = 0.0;\n"
+ " } else if (a_position.x >= 0.5) {\n"
+ " v = 2.0;\n"
+ " }\n"
+ "}\n";
+
+ const std::string &fragmentShaderSource =
+ "precision highp float;\n"
+ "varying float v;\n"
+ "void main() {\n"
+ " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+ GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+ ASSERT_NE(0u, program);
+
+ drawQuad(program, "a_position", 0.5f);
+ swapBuffers();
+
+ EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+ EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
+}
+
+TEST_F(GLSLTest, TwoElseIfRewriting)
+{
+ const std::string &vertexShaderSource =
+ "attribute vec4 a_position;\n"
+ "varying float v;\n"
+ "void main() {\n"
+ " gl_Position = a_position;\n"
+ " if (a_position.x == 0.0`) {\n"
+ " v = 1.0;\n"
+ " } else if (a_position.x > 0.5) {\n"
+ " v = 0.0;\n"
+ " } else if (a_position.x > 0.75) {\n"
+ " v = 0.5;\n"
+ " }\n"
+ "}\n";
+
+ const std::string &fragmentShaderSource =
+ "precision highp float;\n"
+ "varying float v;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
+ "}\n";
+
+ GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_NE(0u, program);
+}