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//
// 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 function with the SH_PRUNE_UNUSED_FUNCTIONS compile flag
//
#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, 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 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, true);
EXPECT_TRUE(foundInCode("used(", 3));
EXPECT_TRUE(foundInCode("main(", 1));
compile(shaderString, false);
EXPECT_TRUE(foundInCode("used(", 3));
EXPECT_TRUE(foundInCode("main(", 1));
}
} // namespace