225 lines
7.0 KiB
Plaintext
225 lines
7.0 KiB
Plaintext
#!amber
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# Copyright 2021 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 BRW 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_0 _GLF_uniform_int_values[0]
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# #define _int_10 _GLF_uniform_int_values[1]
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# #define _int_1 _GLF_uniform_int_values[2]
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# #define _float_0_0 _GLF_uniform_float_values[0]
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# #define _float_1_0 _GLF_uniform_float_values[1]
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#
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# precision highp int;
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# precision highp float;
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#
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# // Contents of _GLF_uniform_float_values: [0.0, 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[2];
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# };
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#
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# // Contents of _GLF_uniform_int_values: [0, 10, 1]
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# layout(set = 0, binding = 1) uniform buf1
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# {
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# int _GLF_uniform_int_values[3];
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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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# float f = _float_1_0;
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#
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# for (int i = _int_10; i > _int_0; i--)
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# {
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# float a = 1.0 - max(1.0, float(i));
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# // Always sets f to zero.
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# f = min(max(a, 0.0), 0.0);
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# }
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#
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# // Always true.
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# if(f == _float_0_0)
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# {
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# _GLF_color = vec4(_int_1, f, _int_0, 1);
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# }
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# else
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# {
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# _GLF_color = vec4(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: 73
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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" %61
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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 %8 "f"
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OpName %12 "buf0"
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OpMemberName %12 0 "_GLF_uniform_float_values"
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OpName %14 ""
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OpName %22 "i"
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OpName %25 "buf1"
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OpMemberName %25 0 "_GLF_uniform_int_values"
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OpName %27 ""
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OpName %41 "a"
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OpName %61 "_GLF_color"
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OpDecorate %11 ArrayStride 16
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OpMemberDecorate %12 0 Offset 0
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OpDecorate %12 Block
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OpDecorate %14 DescriptorSet 0
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OpDecorate %14 Binding 0
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OpDecorate %24 ArrayStride 16
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OpMemberDecorate %25 0 Offset 0
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OpDecorate %25 Block
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OpDecorate %27 DescriptorSet 0
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OpDecorate %27 Binding 1
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OpDecorate %61 Location 0
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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 = OpTypePointer Function %6
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%9 = OpTypeInt 32 0
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%10 = OpConstant %9 2
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%11 = OpTypeArray %6 %10
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%12 = OpTypeStruct %11
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%13 = OpTypePointer Uniform %12
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%14 = OpVariable %13 Uniform
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%15 = OpTypeInt 32 1
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%16 = OpConstant %15 0
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%17 = OpConstant %15 1
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%18 = OpTypePointer Uniform %6
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%21 = OpTypePointer Function %15
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%23 = OpConstant %9 3
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%24 = OpTypeArray %15 %23
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%25 = OpTypeStruct %24
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%26 = OpTypePointer Uniform %25
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%27 = OpVariable %26 Uniform
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%28 = OpTypePointer Uniform %15
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%39 = OpTypeBool
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%42 = OpConstant %6 1
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%48 = OpConstant %6 0
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%59 = OpTypeVector %6 4
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%60 = OpTypePointer Output %59
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%61 = OpVariable %60 Output
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%62 = OpConstant %15 2
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%72 = OpConstantComposite %59 %48 %48 %48 %48
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%8 = OpVariable %7 Function
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%22 = OpVariable %21 Function
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%41 = OpVariable %7 Function
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%19 = OpAccessChain %18 %14 %16 %17
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%20 = OpLoad %6 %19
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OpStore %8 %20
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%29 = OpAccessChain %28 %27 %16 %17
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%30 = OpLoad %15 %29
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OpStore %22 %30
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OpBranch %31
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%31 = OpLabel
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OpLoopMerge %33 %34 None
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OpBranch %35
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%35 = OpLabel
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%36 = OpLoad %15 %22
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%37 = OpAccessChain %28 %27 %16 %16
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%38 = OpLoad %15 %37
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%40 = OpSGreaterThan %39 %36 %38
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OpBranchConditional %40 %32 %33
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%32 = OpLabel
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%43 = OpLoad %15 %22
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%44 = OpConvertSToF %6 %43
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%45 = OpExtInst %6 %1 FMax %42 %44
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%46 = OpFSub %6 %42 %45
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OpStore %41 %46
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%47 = OpLoad %6 %41
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%49 = OpExtInst %6 %1 FMax %47 %48
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%50 = OpExtInst %6 %1 FMin %49 %48
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OpStore %8 %50
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OpBranch %34
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%34 = OpLabel
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%51 = OpLoad %15 %22
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%52 = OpISub %15 %51 %17
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OpStore %22 %52
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OpBranch %31
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%33 = OpLabel
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%53 = OpLoad %6 %8
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%54 = OpAccessChain %18 %14 %16 %16
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%55 = OpLoad %6 %54
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%56 = OpFOrdEqual %39 %53 %55
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OpSelectionMerge %58 None
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OpBranchConditional %56 %57 %71
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%57 = OpLabel
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%63 = OpAccessChain %28 %27 %16 %62
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%64 = OpLoad %15 %63
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%65 = OpConvertSToF %6 %64
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%66 = OpLoad %6 %8
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%67 = OpAccessChain %28 %27 %16 %16
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%68 = OpLoad %15 %67
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%69 = OpConvertSToF %6 %68
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%70 = OpCompositeConstruct %59 %65 %66 %69 %42
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OpStore %61 %70
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OpBranch %58
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%71 = OpLabel
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OpStore %61 %72
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OpBranch %58
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%58 = 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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# _GLF_uniform_int_values
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BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA
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0 10 1
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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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0.0 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 256 256
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BIND BUFFER variant_framebuffer AS color LOCATION 0
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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 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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