//
// Copyright (c) 2017 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.
//
// RegenerateStructNames_test.cpp:
//   Tests for regenerating struct names.
//

#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"

using namespace sh;

class RegenerateStructNamesTest : public MatchOutputCodeTest
{
  public:
    RegenerateStructNamesTest()
        : MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_REGENERATE_STRUCT_NAMES, SH_ESSL_OUTPUT)
    {}
};

// Test that a struct defined in a function scope is renamed. The global struct that's used as a
// type of a uniform cannot be renamed.
TEST_F(RegenerateStructNamesTest, GlobalStructAndLocalStructWithTheSameName)
{
    const std::string &shaderString =
        R"(precision mediump float;

        struct myStruct
        {
            float foo;
        };

        uniform myStruct us;

        void main()
        {
            struct myStruct
            {
                vec2 bar;
            };
            myStruct scoped;
            scoped.bar = vec2(1.0, 2.0) * us.foo;
            gl_FragColor = vec4(scoped.bar, 0.0, 1.0);
        })";
    compile(shaderString);
    EXPECT_TRUE(foundInCode("struct _umyStruct"));
    EXPECT_TRUE(foundInCode("struct _u_webgl_struct_"));
}

// Test that a nameless struct is handled gracefully.
TEST_F(RegenerateStructNamesTest, NamelessStruct)
{
    const std::string &shaderString =
        R"(precision mediump float;

        uniform float u;

        void main()
        {
            struct
            {
                vec2 bar;
            } scoped;
            scoped.bar = vec2(1.0, 2.0) * u;
            gl_FragColor = vec4(scoped.bar, 0.0, 1.0);
        })";
    compile(shaderString);
    EXPECT_TRUE(foundInCode("struct"));
}
