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kc3-lang/angle/src/tests/compiler_tests/PruneUnusedFunctions_test.cpp

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  • Author : Corentin Wallez
    Date : 2015-04-07 11:53:06
    Hash : a094a8a9
    Message : Add a compiler option to prune unused function and prototypes Also adds a simple unit test checking the pruning BUG=angleproject:937 BUG=395048 Change-Id: I88440378f66178dcebebcd596f8f80235903f20e Reviewed-on: https://chromium-review.googlesource.com/264568 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/compiler_tests/PruneUnusedFunctions_test.cpp
  • //
    // 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));
    }
    
    }