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#!amber
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# Copyright 2019 Google LLC
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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# A test for a coverage-gap found by GraphicsFuzz.
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# Short description: A fragment shader that covers a specific propagate array copy path.
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# The test passes because shader always writes red.
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SHADER vertex variant_vertex_shader PASSTHROUGH
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# variant_fragment_shader is derived from the following GLSL:
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# #version 310 es
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# precision highp float;
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#
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# layout(location = 0) out vec4 _GLF_color;
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#
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# layout(set = 0, binding = 0) uniform buf0
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# {
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# int zero;
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# };
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#
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# struct Array {
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# int values[2];
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# };
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#
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# void main()
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# {
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# Array a;
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# a.values[zero] = 1;
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# Array b = a;
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# float one = 0.0;
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# // If condition is always true
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# if(b.values[zero] == 1)
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# one = 1.0;
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# _GLF_color = vec4(one, 0, 0, 1);
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# }
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SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
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; SPIR-V
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; Version: 1.0
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; Generator: Khronos Glslang Reference Front End; 8
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; Bound: 43
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; Schema: 0
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %4 "main" %40
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OpExecutionMode %4 OriginUpperLeft
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OpSource ESSL 310
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OpName %4 "main"
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OpName %10 "Array"
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OpMemberName %10 0 "values"
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OpName %12 "a"
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OpName %14 "buf0"
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OpMemberName %14 0 "zero"
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OpName %16 ""
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OpName %23 "b"
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OpName %27 "one"
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OpName %40 "_GLF_color"
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OpMemberDecorate %10 0 RelaxedPrecision
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OpMemberDecorate %14 0 RelaxedPrecision
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OpMemberDecorate %14 0 Offset 0
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OpDecorate %14 Block
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OpDecorate %16 DescriptorSet 0
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OpDecorate %16 Binding 0
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OpDecorate %19 RelaxedPrecision
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OpDecorate %30 RelaxedPrecision
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OpDecorate %32 RelaxedPrecision
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OpDecorate %40 Location 0
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeInt 32 1
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%7 = OpTypeInt 32 0
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%8 = OpConstant %7 2
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%9 = OpTypeArray %6 %8
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%10 = OpTypeStruct %9
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%11 = OpTypePointer Function %10
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%13 = OpConstant %6 0
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%14 = OpTypeStruct %6
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%15 = OpTypePointer Uniform %14
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%16 = OpVariable %15 Uniform
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%17 = OpTypePointer Uniform %6
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%20 = OpConstant %6 1
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%21 = OpTypePointer Function %6
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%25 = OpTypeFloat 32
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%26 = OpTypePointer Function %25
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%28 = OpConstant %25 0
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%33 = OpTypeBool
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%37 = OpConstant %25 1
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%38 = OpTypeVector %25 4
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%39 = OpTypePointer Output %38
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%40 = OpVariable %39 Output
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%12 = OpVariable %11 Function
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%23 = OpVariable %11 Function
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%27 = OpVariable %26 Function
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%18 = OpAccessChain %17 %16 %13
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%19 = OpLoad %6 %18
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%22 = OpAccessChain %21 %12 %13 %19
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OpStore %22 %20
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%24 = OpLoad %10 %12
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OpStore %23 %24
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OpStore %27 %28
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%29 = OpAccessChain %17 %16 %13
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%30 = OpLoad %6 %29
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%31 = OpAccessChain %21 %23 %13 %30
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%32 = OpLoad %6 %31
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%34 = OpIEqual %33 %32 %20
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OpSelectionMerge %36 None
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OpBranchConditional %34 %35 %36
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%35 = OpLabel
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OpStore %27 %37
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OpBranch %36
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%36 = OpLabel
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%41 = OpLoad %25 %27
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%42 = OpCompositeConstruct %38 %41 %28 %28 %37
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OpStore %40 %42
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OpReturn
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OpFunctionEnd
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END
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# uniforms for variant
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# zero
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BUFFER variant_zero DATA_TYPE int32 DATA
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0
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END
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BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics variant_pipeline
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ATTACH variant_vertex_shader
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ATTACH variant_fragment_shader
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER variant_framebuffer AS color LOCATION 0
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BIND BUFFER variant_zero AS uniform DESCRIPTOR_SET 0 BINDING 0
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END
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CLEAR_COLOR variant_pipeline 0 0 0 255
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CLEAR variant_pipeline
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RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
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EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255
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