Hash :
fe48632f
Author :
Date :
2017-03-21T09:30:54
Prefer identifying functions by using symbol ids The shader translator code is now structured in a way that ensures that all function definition, function prototype and function call nodes store the integer symbol id for the function. This is guaranteed regardless of whether the function node is added while parsing or as a result of an AST transformation. TIntermAggregate nodes, which include function calls and constructors can now only be created by calling one of the TIntermAggregate::Create*() functions to ensure they have all the necessary properties. This makes it possible to keep track of functions using integer ids instead of their mangled name strings when generating the call graph and when using TLValueTrackingTraverser. This commit includes a few other small cleanups to the CallDAG class as well. BUG=angleproject:1490 TEST=angle_unittests, angle_end2end_tests Change-Id: Idd1013506cbe4c3380e20d90524a9cd09b890259 Reviewed-on: https://chromium-review.googlesource.com/459603 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// 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"
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));
}
}