218 lines
6.5 KiB
Plaintext
218 lines
6.5 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 LLVM code paths
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# The test passes because the shader always writes red.
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# Optimized using spirv-opt with the following arguments:
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# '-O'
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# spirv-opt commit hash: a0370efd589be33d5d9a85cfde2f85841b3755af
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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 _int_5 _GLF_uniform_int_values[2]
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# #define _int_3 _GLF_uniform_int_values[3]
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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_int_values: [1, 0, 5, 3]
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# layout(set = 0, binding = 0) uniform buf0
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# {
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# int _GLF_uniform_int_values[4];
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# };
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#
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# const int _GLF_global_loop_bound = 10;
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# int _GLF_global_loop_count = 0;
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#
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# // Contents of injectionSwitch: [0.0, 1.0]
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# layout(set = 0, binding = 1) uniform buf1
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# {
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# highp vec2 injectionSwitch;
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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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# int a = _int_0;
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#
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# // Iterated three times.
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# while(_GLF_global_loop_count < _GLF_global_loop_bound)
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# {
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# a++;
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#
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# // Iterated four times.
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# for(int i = clamp(ivec2(1, int(injectionSwitch.y)), ivec2(0), ivec2(_int_1)).x; i < _int_5; i++)
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# {
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# _GLF_global_loop_count++;
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# }
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# }
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#
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# // Always true.
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# if(a == _int_3)
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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: 102
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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" %76
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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 %15 "buf0"
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OpMemberName %15 0 "_GLF_uniform_int_values"
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OpName %17 ""
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OpName %76 "_GLF_color"
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OpDecorate %14 ArrayStride 16
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OpMemberDecorate %15 0 Offset 0
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OpDecorate %15 Block
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OpDecorate %17 DescriptorSet 0
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OpDecorate %17 Binding 0
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OpDecorate %76 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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%9 = OpConstant %6 0
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%12 = OpTypeInt 32 0
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%13 = OpConstant %12 4
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%14 = OpTypeArray %6 %13
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%15 = OpTypeStruct %14
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%16 = OpTypePointer Uniform %15
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%17 = OpVariable %16 Uniform
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%18 = OpConstant %6 1
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%19 = OpTypePointer Uniform %6
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%28 = OpConstant %6 10
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%29 = OpTypeBool
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%34 = OpTypeFloat 32
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%44 = OpTypeVector %6 2
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%46 = OpConstantComposite %44 %9 %9
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%59 = OpConstant %6 2
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%68 = OpConstant %6 3
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%74 = OpTypeVector %34 4
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%75 = OpTypePointer Output %74
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%76 = OpVariable %75 Output
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%101 = OpUndef %6
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%20 = OpAccessChain %19 %17 %9 %18
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%21 = OpLoad %6 %20
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OpBranch %22
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%22 = OpLabel
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%96 = OpPhi %6 %21 %5 %32 %25
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%95 = OpPhi %6 %9 %5 %98 %25
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%30 = OpSLessThan %29 %95 %28
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OpLoopMerge %24 %25 None
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OpBranchConditional %30 %23 %24
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%23 = OpLabel
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%32 = OpIAdd %6 %96 %18
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%45 = OpCompositeConstruct %44 %18 %101
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%47 = OpAccessChain %19 %17 %9 %9
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%48 = OpLoad %6 %47
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%49 = OpCompositeConstruct %44 %48 %48
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%50 = OpExtInst %44 %1 SClamp %45 %46 %49
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%52 = OpCompositeExtract %6 %50 0
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OpBranch %53
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%53 = OpLabel
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%98 = OpPhi %6 %95 %23 %64 %54
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%97 = OpPhi %6 %52 %23 %66 %54
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%60 = OpAccessChain %19 %17 %9 %59
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%61 = OpLoad %6 %60
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%62 = OpSLessThan %29 %97 %61
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OpLoopMerge %55 %54 None
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OpBranchConditional %62 %54 %55
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%54 = OpLabel
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%64 = OpIAdd %6 %98 %18
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%66 = OpIAdd %6 %97 %18
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OpBranch %53
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%55 = OpLabel
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OpBranch %25
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%25 = OpLabel
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OpBranch %22
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%24 = OpLabel
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%69 = OpAccessChain %19 %17 %9 %68
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%70 = OpLoad %6 %69
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%71 = OpIEqual %29 %96 %70
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OpSelectionMerge %73 None
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OpBranchConditional %71 %72 %90
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%72 = OpLabel
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%77 = OpAccessChain %19 %17 %9 %9
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%78 = OpLoad %6 %77
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%79 = OpConvertSToF %34 %78
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%82 = OpConvertSToF %34 %21
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%89 = OpCompositeConstruct %74 %79 %82 %82 %79
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OpStore %76 %89
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OpBranch %73
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%90 = OpLabel
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%93 = OpConvertSToF %34 %21
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%94 = OpCompositeConstruct %74 %93 %93 %93 %93
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OpStore %76 %94
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OpBranch %73
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%73 = 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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# injectionSwitch
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BUFFER variant_injectionSwitch DATA_TYPE vec2<float> STD140 DATA
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0.0 1.0
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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 5 3
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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_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 1
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BIND BUFFER variant__GLF_uniform_int_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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