Fix Regex in DebugShaderPrecisionTest. One regex had an extra parenthesis. Also confirms that we can use raw string literals to produce more readable regexes. Bug: angleproject:3162 Change-Id: I82e6bc622a8fa3d9f6424c53cb7dcb4dddde368a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1821938 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/compiler_tests/DebugShaderPrecision_test.cpp b/src/tests/compiler_tests/DebugShaderPrecision_test.cpp index b390bae..d5fbde4 100644 --- a/src/tests/compiler_tests/DebugShaderPrecision_test.cpp +++ b/src/tests/compiler_tests/DebugShaderPrecision_test.cpp
@@ -306,7 +306,7 @@ foundInHLSLCode("float4 angle_compound_add_frm(inout float4 x, in float4 y) {\n" " x = angle_frm(angle_frm(x) + y);")); ASSERT_TRUE(foundInAllGLSLCode("angle_compound_add_frm(_uv, angle_frm(_uu2));")); - ASSERT_TRUE(foundInHLSLCodeRegex("angle_compound_add_frm\\(_v(\\d)*, angle_frm\\(_u2\\)\\);")); + ASSERT_TRUE(foundInHLSLCodeRegex(R"(angle_compound_add_frm\(_v(\d)*, angle_frm\(_u2\)\);)")); ASSERT_TRUE(notFoundInCode("+=")); } @@ -1055,7 +1055,7 @@ "}\n"; compile(shaderString); ASSERT_TRUE(foundInAllGLSLCode("modf(angle_frm(_uu), _uo)")); - ASSERT_TRUE(foundInHLSLCodeRegex("modf\\(angle_frm\\(_u\\), _o(\\d)*)")); + ASSERT_TRUE(foundInHLSLCodeRegex(R"(modf\(angle_frm\(_u\), _o(\d)*)")); } #if defined(ANGLE_ENABLE_HLSL)