blob: b5d7d52d693f17a5e11323ec46d4fa42e591bce2 [file]
//
// Copyright (c) 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 function with the SH_PRUNE_UNUSED_FUNCTIONS compile flag
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "compiler/translator/TranslatorESSL.h"
namespace
{
class PruneUnusedFunctionsTest : public testing::Test
{
public:
PruneUnusedFunctionsTest() {}
protected:
void SetUp() override
{
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
resources.FragmentPrecisionHigh = 1;
mTranslator = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES3_SPEC);
ASSERT_TRUE(mTranslator->Init(resources));
}
void TearDown() override
{
SafeDelete(mTranslator);
}
void compile(const std::string &shaderString, bool prune)
{
const char *shaderStrings[] = { shaderString.c_str() };
int compilationFlags = SH_VARIABLES | SH_OBJECT_CODE | (prune ? 0 : SH_DONT_PRUNE_UNUSED_FUNCTIONS);
bool compilationSuccess = mTranslator->compile(shaderStrings, 1, compilationFlags);
TInfoSink &infoSink = mTranslator->getInfoSink();
if (!compilationSuccess)
{
FAIL() << "Shader compilation failed " << infoSink.info.str();
}
mTranslatedSource = infoSink.obj.str();
}
bool kept(const char *functionName, int nOccurences) const
{
size_t currentPos = 0;
while (nOccurences-- > 0)
{
auto position = mTranslatedSource.find(functionName, currentPos);
if (position == std::string::npos)
{
return false;
}
currentPos = position + 1;
}
return mTranslatedSource.find(functionName, currentPos) == std::string::npos;
}
bool removed(const char* functionName) const
{
return mTranslatedSource.find(functionName) == std::string::npos;
}
private:
TranslatorESSL *mTranslator;
std::string mTranslatedSource;
};
// 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, true);
EXPECT_TRUE(removed("unused("));
EXPECT_TRUE(kept("main(", 1));
compile(shaderString, false);
EXPECT_TRUE(kept("unused(", 2));
EXPECT_TRUE(kept("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, true);
EXPECT_TRUE(removed("unused("));
EXPECT_TRUE(kept("main(", 1));
compile(shaderString, false);
EXPECT_TRUE(kept("unused(", 1));
EXPECT_TRUE(kept("main(", 1));
}
// Check that used functions are not prunued (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, true);
EXPECT_TRUE(kept("used(", 3));
EXPECT_TRUE(kept("main(", 1));
compile(shaderString, false);
EXPECT_TRUE(kept("used(", 3));
EXPECT_TRUE(kept("main(", 1));
}
}