| // | |
| // 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 = {}; | |
| 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 |