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Vulkan-CTS-bin/vulkan/amber/graphicsfuzz/cov-vec2-duplicate-min-always-half.amber
2026-05-06 23:44:13 +02:00

202 lines
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#!amber
# Copyright 2021 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
# A test for a coverage-gap found by the GraphicsFuzz project.
# Short description: A fragment shader that covers specific LLVM code paths
# The test passes because the shader always writes red.
SHADER vertex variant_vertex_shader PASSTHROUGH
# variant_fragment_shader is derived from the following GLSL:
# #version 320 es
# #define _int_1 _GLF_uniform_int_values[0]
# #define _int_0 _GLF_uniform_int_values[1]
# #define _float_0_5 _GLF_uniform_float_values[0]
#
# precision highp float;
# precision highp int;
#
# // Contents of _GLF_uniform_int_values: [1, 0]
# layout(set = 0, binding = 0) uniform buf0
# {
# int _GLF_uniform_int_values[2];
# };
#
# // Contents of _GLF_uniform_float_values: 0.5
# layout(set = 0, binding = 1) uniform buf1
# {
# float _GLF_uniform_float_values[1];
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# // Same as min(gl_FragCoord.xy, vec2(0.5)) which always results in vec2(0.5).
# vec2 v0 = min(gl_FragCoord.xy, min(gl_FragCoord.xy, vec2(_float_0_5)));
#
# // Always true.
# if(v0 == vec2(_float_0_5))
# {
# _GLF_color = vec4(_int_1, _int_0, _int_0, _int_1);
# }
# else
# {
# _GLF_color = vec4(_int_0);
# }
# }
SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 10
; Bound: 68
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %12 %42
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 320
OpName %4 "main"
OpName %9 "v0"
OpName %12 "gl_FragCoord"
OpName %20 "buf1"
OpMemberName %20 0 "_GLF_uniform_float_values"
OpName %22 ""
OpName %42 "_GLF_color"
OpName %45 "buf0"
OpMemberName %45 0 "_GLF_uniform_int_values"
OpName %47 ""
OpDecorate %12 BuiltIn FragCoord
OpDecorate %19 ArrayStride 16
OpMemberDecorate %20 0 Offset 0
OpDecorate %20 Block
OpDecorate %22 DescriptorSet 0
OpDecorate %22 Binding 1
OpDecorate %42 Location 0
OpDecorate %44 ArrayStride 16
OpMemberDecorate %45 0 Offset 0
OpDecorate %45 Block
OpDecorate %47 DescriptorSet 0
OpDecorate %47 Binding 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Function %7
%10 = OpTypeVector %6 4
%11 = OpTypePointer Input %10
%12 = OpVariable %11 Input
%17 = OpTypeInt 32 0
%18 = OpConstant %17 1
%19 = OpTypeArray %6 %18
%20 = OpTypeStruct %19
%21 = OpTypePointer Uniform %20
%22 = OpVariable %21 Uniform
%23 = OpTypeInt 32 1
%24 = OpConstant %23 0
%25 = OpTypePointer Uniform %6
%35 = OpTypeBool
%36 = OpTypeVector %35 2
%41 = OpTypePointer Output %10
%42 = OpVariable %41 Output
%43 = OpConstant %17 2
%44 = OpTypeArray %23 %43
%45 = OpTypeStruct %44
%46 = OpTypePointer Uniform %45
%47 = OpVariable %46 Uniform
%48 = OpTypePointer Uniform %23
%52 = OpConstant %23 1
%4 = OpFunction %2 None %3
%5 = OpLabel
%9 = OpVariable %8 Function
%13 = OpLoad %10 %12
%14 = OpVectorShuffle %7 %13 %13 0 1
%15 = OpLoad %10 %12
%16 = OpVectorShuffle %7 %15 %15 0 1
%26 = OpAccessChain %25 %22 %24 %24
%27 = OpLoad %6 %26
%28 = OpCompositeConstruct %7 %27 %27
%29 = OpExtInst %7 %1 FMin %16 %28
%30 = OpExtInst %7 %1 FMin %14 %29
OpStore %9 %30
%31 = OpLoad %7 %9
%32 = OpAccessChain %25 %22 %24 %24
%33 = OpLoad %6 %32
%34 = OpCompositeConstruct %7 %33 %33
%37 = OpFOrdEqual %36 %31 %34
%38 = OpAll %35 %37
OpSelectionMerge %40 None
OpBranchConditional %38 %39 %63
%39 = OpLabel
%49 = OpAccessChain %48 %47 %24 %24
%50 = OpLoad %23 %49
%51 = OpConvertSToF %6 %50
%53 = OpAccessChain %48 %47 %24 %52
%54 = OpLoad %23 %53
%55 = OpConvertSToF %6 %54
%56 = OpAccessChain %48 %47 %24 %52
%57 = OpLoad %23 %56
%58 = OpConvertSToF %6 %57
%59 = OpAccessChain %48 %47 %24 %24
%60 = OpLoad %23 %59
%61 = OpConvertSToF %6 %60
%62 = OpCompositeConstruct %10 %51 %55 %58 %61
OpStore %42 %62
OpBranch %40
%63 = OpLabel
%64 = OpAccessChain %48 %47 %24 %52
%65 = OpLoad %23 %64
%66 = OpConvertSToF %6 %65
%67 = OpCompositeConstruct %10 %66 %66 %66 %66
OpStore %42 %67
OpBranch %40
%40 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# _GLF_uniform_float_values
BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
0.5
END
# _GLF_uniform_int_values
BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA
1 0
END
BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
PIPELINE graphics variant_pipeline
ATTACH variant_vertex_shader
ATTACH variant_fragment_shader
FRAMEBUFFER_SIZE 256 256
BIND BUFFER variant_framebuffer AS color LOCATION 0
BIND BUFFER variant__GLF_uniform_float_values AS uniform DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER variant__GLF_uniform_int_values AS uniform DESCRIPTOR_SET 0 BINDING 0
END
CLEAR_COLOR variant_pipeline 0 0 0 255
CLEAR variant_pipeline
RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255