207 lines
6.6 KiB
Plaintext
207 lines
6.6 KiB
Plaintext
#!amber
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# Copyright 2022 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 the GraphicsFuzz project.
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# Short description: A fragment shader that covers specific LLVM code paths
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# The test passes because the 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 320 es
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# #define _int_1 _GLF_uniform_int_values[0]
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# #define _int_0 _GLF_uniform_int_values[1]
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# #define _float_1_0 _GLF_uniform_float_values[0]
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#
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# precision highp float;
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# precision highp int;
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#
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# // Contents of _GLF_uniform_float_values: 1.0
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# layout(set = 0, binding = 0) uniform buf0
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# {
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# float _GLF_uniform_float_values[1];
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# };
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# // Contents of _GLF_uniform_int_values: [1, 0]
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# layout(set = 0, binding = 1) uniform buf1
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# {
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# int _GLF_uniform_int_values[2];
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# };
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#
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# // Contents of resolution: 32.0
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# layout(push_constant) uniform buf_push
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# {
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# float resolution;
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# };
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#
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# layout(location = 0) out vec4 _GLF_color;
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#
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# void main()
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# {
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# // Always true. Simplifies to clamp(0, 0, 1) < 1 -> 0 < 1.
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# if(clamp(resolution < _float_1_0 ? 1 : 0, resolution < _float_1_0 ? 1 : 0, 1) < 1)
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# {
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# _GLF_color = vec4(_int_1, _int_0, _int_0, _int_1);
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# }
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# else
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# {
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# _GLF_color = vec4(_int_0);
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# }
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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; 10
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; Bound: 65
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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 320
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OpName %4 "main"
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OpName %7 "buf_push"
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OpMemberName %7 0 "resolution"
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OpName %9 ""
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OpName %18 "buf0"
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OpMemberName %18 0 "_GLF_uniform_float_values"
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OpName %20 ""
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OpName %40 "_GLF_color"
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OpName %43 "buf1"
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OpMemberName %43 0 "_GLF_uniform_int_values"
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OpName %45 ""
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OpMemberDecorate %7 0 Offset 0
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OpDecorate %7 Block
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OpDecorate %17 ArrayStride 16
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OpMemberDecorate %18 0 Offset 0
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OpDecorate %18 Block
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OpDecorate %20 DescriptorSet 0
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OpDecorate %20 Binding 0
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OpDecorate %40 Location 0
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OpDecorate %42 ArrayStride 16
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OpMemberDecorate %43 0 Offset 0
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OpDecorate %43 Block
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OpDecorate %45 DescriptorSet 0
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OpDecorate %45 Binding 1
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeStruct %6
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%8 = OpTypePointer PushConstant %7
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%9 = OpVariable %8 PushConstant
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%10 = OpTypeInt 32 1
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%11 = OpConstant %10 0
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%12 = OpTypePointer PushConstant %6
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%15 = OpTypeInt 32 0
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%16 = OpConstant %15 1
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%17 = OpTypeArray %6 %16
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%18 = OpTypeStruct %17
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%19 = OpTypePointer Uniform %18
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%20 = OpVariable %19 Uniform
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%21 = OpTypePointer Uniform %6
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%24 = OpTypeBool
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%26 = OpConstant %10 1
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%38 = OpTypeVector %6 4
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%39 = OpTypePointer Output %38
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%40 = OpVariable %39 Output
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%41 = OpConstant %15 2
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%42 = OpTypeArray %10 %41
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%43 = OpTypeStruct %42
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%44 = OpTypePointer Uniform %43
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%45 = OpVariable %44 Uniform
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%46 = OpTypePointer Uniform %10
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%13 = OpAccessChain %12 %9 %11
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%14 = OpLoad %6 %13
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%22 = OpAccessChain %21 %20 %11 %11
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%23 = OpLoad %6 %22
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%25 = OpFOrdLessThan %24 %14 %23
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%27 = OpSelect %10 %25 %26 %11
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%28 = OpAccessChain %12 %9 %11
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%29 = OpLoad %6 %28
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%30 = OpAccessChain %21 %20 %11 %11
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%31 = OpLoad %6 %30
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%32 = OpFOrdLessThan %24 %29 %31
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%33 = OpSelect %10 %32 %26 %11
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%34 = OpExtInst %10 %1 SClamp %27 %33 %26
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%35 = OpSLessThan %24 %34 %26
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OpSelectionMerge %37 None
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OpBranchConditional %35 %36 %60
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%36 = OpLabel
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%47 = OpAccessChain %46 %45 %11 %11
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%48 = OpLoad %10 %47
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%49 = OpConvertSToF %6 %48
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%50 = OpAccessChain %46 %45 %11 %26
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%51 = OpLoad %10 %50
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%52 = OpConvertSToF %6 %51
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%53 = OpAccessChain %46 %45 %11 %26
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%54 = OpLoad %10 %53
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%55 = OpConvertSToF %6 %54
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%56 = OpAccessChain %46 %45 %11 %11
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%57 = OpLoad %10 %56
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%58 = OpConvertSToF %6 %57
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%59 = OpCompositeConstruct %38 %49 %52 %55 %58
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OpStore %40 %59
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OpBranch %37
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%60 = OpLabel
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%61 = OpAccessChain %46 %45 %11 %26
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%62 = OpLoad %10 %61
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%63 = OpConvertSToF %6 %62
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%64 = OpCompositeConstruct %38 %63 %63 %63 %63
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OpStore %40 %64
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OpBranch %37
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%37 = OpLabel
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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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# resolution
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BUFFER variant_resolution DATA_TYPE float STD140 DATA
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32.0
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END
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# _GLF_uniform_int_values
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BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA
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1 0
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END
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# _GLF_uniform_float_values
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BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
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1.0
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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 32 32
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BIND BUFFER variant_framebuffer AS color LOCATION 0
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BIND BUFFER variant_resolution AS push_constant
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BIND BUFFER variant__GLF_uniform_int_values AS uniform DESCRIPTOR_SET 0 BINDING 1
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BIND BUFFER variant__GLF_uniform_float_values 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 32 32
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EXPECT variant_framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 255 0 0 255
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