| // |
| // Copyright 2015 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. |
| // |
| // PruneUnusedFunctions_test.cpp: |
| // Test for the pruning of unused functions |
| // |
| |
| #include "GLSLANG/ShaderLang.h" |
| #include "angle_gl.h" |
| #include "gtest/gtest.h" |
| #include "tests/test_utils/compiler_test.h" |
| |
| using namespace sh; |
| |
| namespace |
| { |
| |
| class PruneUnusedFunctionsTest : public MatchOutputCodeTest |
| { |
| public: |
| PruneUnusedFunctionsTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_ESSL_OUTPUT) {} |
| |
| protected: |
| void compile(const std::string &shaderString) |
| { |
| ShCompileOptions compileOptions = {}; |
| compileOptions.variables = true; |
| |
| MatchOutputCodeTest::compile(shaderString, compileOptions); |
| } |
| }; |
| |
| // Check that unused function and prototypes are removed iff the options is set |
| TEST_F(PruneUnusedFunctionsTest, UnusedFunctionAndProto) |
| { |
| const std::string &shaderString = |
| "precision mediump float;\n" |
| "float unused(float a);\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(1.0);\n" |
| "}\n" |
| "float unused(float a) {\n" |
| " return a;\n" |
| "}\n"; |
| compile(shaderString); |
| EXPECT_TRUE(notFoundInCode("unused(")); |
| EXPECT_TRUE(foundInCode("main(", 1)); |
| } |
| |
| // Check that unimplemented prototypes are removed iff the options is set |
| TEST_F(PruneUnusedFunctionsTest, UnimplementedPrototype) |
| { |
| const std::string &shaderString = |
| "precision mediump float;\n" |
| "float unused(float a);\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(1.0);\n" |
| "}\n"; |
| compile(shaderString); |
| EXPECT_TRUE(notFoundInCode("unused(")); |
| EXPECT_TRUE(foundInCode("main(", 1)); |
| } |
| |
| // Check that used functions are not pruned (duh) |
| TEST_F(PruneUnusedFunctionsTest, UsedFunction) |
| { |
| const std::string &shaderString = |
| "precision mediump float;\n" |
| "float used(float a);\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(used(1.0));\n" |
| "}\n" |
| "float used(float a) {\n" |
| " return a;\n" |
| "}\n"; |
| compile(shaderString); |
| EXPECT_TRUE(foundInCode("used(", 3)); |
| EXPECT_TRUE(foundInCode("main(", 1)); |
| } |
| |
| } // namespace |