// // 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 "tests/test_utils/compiler_test.h" namespace { class PruneUnusedFunctionsTest : public MatchOutputCodeTest { public: PruneUnusedFunctionsTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_ESSL_OUTPUT) {} protected: void compile(const std::string &shaderString, bool prune) { int compilationFlags = SH_VARIABLES | (prune ? 0 : SH_DONT_PRUNE_UNUSED_FUNCTIONS); MatchOutputCodeTest::compile(shaderString, compilationFlags); } }; // 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(notFoundInCode("unused(")); EXPECT_TRUE(foundInCode("main(", 1)); compile(shaderString, false); EXPECT_TRUE(foundInCode("unused(", 2)); 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, true); EXPECT_TRUE(notFoundInCode("unused(")); EXPECT_TRUE(foundInCode("main(", 1)); compile(shaderString, false); EXPECT_TRUE(foundInCode("unused(", 1)); EXPECT_TRUE(foundInCode("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(foundInCode("used(", 3)); EXPECT_TRUE(foundInCode("main(", 1)); compile(shaderString, false); EXPECT_TRUE(foundInCode("used(", 3)); EXPECT_TRUE(foundInCode("main(", 1)); } }