149 lines
4.4 KiB
Plaintext
149 lines
4.4 KiB
Plaintext
#!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 instruction folding 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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# void main(void)
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# {
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# int i = 2;
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#
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# do
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# {
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# i++;
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# }
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# while(gl_FragCoord.x >= 0.0 && false);
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#
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# // If condition is always true.
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# if (i == 3)
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# _GLF_color = vec4(1, 0, 0, 1);
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# else
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# _GLF_color = vec4(0);
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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: 42
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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" %20 %37
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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 %8 "i"
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OpName %20 "gl_FragCoord"
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OpName %37 "_GLF_color"
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OpDecorate %8 RelaxedPrecision
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OpDecorate %14 RelaxedPrecision
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OpDecorate %16 RelaxedPrecision
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OpDecorate %20 BuiltIn FragCoord
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OpDecorate %31 RelaxedPrecision
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OpDecorate %37 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 = OpTypePointer Function %6
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%9 = OpConstant %6 2
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%15 = OpConstant %6 1
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%17 = OpTypeFloat 32
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%18 = OpTypeVector %17 4
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%19 = OpTypePointer Input %18
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%20 = OpVariable %19 Input
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%21 = OpTypeInt 32 0
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%22 = OpConstant %21 0
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%23 = OpTypePointer Input %17
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%26 = OpConstant %17 0
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%27 = OpTypeBool
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%29 = OpConstantFalse %27
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%32 = OpConstant %6 3
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%36 = OpTypePointer Output %18
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%37 = OpVariable %36 Output
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%38 = OpConstant %17 1
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%39 = OpConstantComposite %18 %38 %26 %26 %38
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%41 = OpConstantComposite %18 %26 %26 %26 %26
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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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OpStore %8 %9
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OpBranch %10
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%10 = OpLabel
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OpLoopMerge %12 %13 None
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OpBranch %11
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%11 = OpLabel
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%14 = OpLoad %6 %8
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%16 = OpIAdd %6 %14 %15
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OpStore %8 %16
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OpBranch %13
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%13 = OpLabel
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%24 = OpAccessChain %23 %20 %22
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%25 = OpLoad %17 %24
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%28 = OpFOrdGreaterThanEqual %27 %25 %26
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%30 = OpLogicalAnd %27 %28 %29
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OpBranchConditional %30 %10 %12
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%12 = OpLabel
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%31 = OpLoad %6 %8
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%33 = OpIEqual %27 %31 %32
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OpSelectionMerge %35 None
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OpBranchConditional %33 %34 %40
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%34 = OpLabel
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OpStore %37 %39
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OpBranch %35
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%40 = OpLabel
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OpStore %37 %41
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OpBranch %35
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%35 = 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 vec2<float> DATA
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256.0 256.0
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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_resolution 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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