137 lines
4.1 KiB
Plaintext
137 lines
4.1 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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# Division by zero test. Specification states:
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#
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# "Some calculations require division. In such cases (including implied divisions performed by
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# vector normalization), division by zero produces an unspecified result but must not lead to
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# Vulkan interruption or termination."
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#
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# This test performs various divisions (both implicit and explicit) and succeeds if it doesn't crash.
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SHADER vertex vert_shader PASSTHROUGH
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SHADER fragment frag_shader GLSL
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#version 430
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layout(location = 0) out vec4 color_out;
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void main() {
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ivec4 ifragcoord = ivec4(gl_FragCoord);
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vec4 fragcoord = vec4(ifragcoord);
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// Generate one pixel we can be certain about
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if (ifragcoord.x == 0 && ifragcoord.y == 0)
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{
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color_out = vec4(1.0, 0.0, 0.0, 1.0);
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}
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else
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{
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// Generate sweep of values which hit 0 as divisor.
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// When ifragcoord.y hits 8, the integer case becomes "7 / (8 - 8)"
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switch(ifragcoord.x % 32)
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{
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case 0:
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// int div
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color_out = vec4(7 / (ifragcoord.y - 8), 1.0, 0.0, 1.0);
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break;
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case 1:
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// float div
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color_out = vec4(7 / (fragcoord.y - 8.0), 1.0, 0.0, 1.0);
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break;
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case 2:
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// normalize float
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color_out = vec4(normalize(fragcoord.y - 8.0), 1.0, 0.0, 1.0);
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break;
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case 3:
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// normalize vec2
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color_out = vec4(normalize(fragcoord.yy - vec2(8.0)), 0.0, 1.0);
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break;
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case 4:
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// normalize vec3
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color_out = vec4(normalize(fragcoord.yyy - vec3(8.0)), 1.0);
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break;
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case 5:
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// normalize vec4
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color_out = normalize(fragcoord.yyyy - vec4(8.0));
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break;
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case 6:
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// integer mod
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color_out = vec4((7 % (ifragcoord.y - 8)), 1.0, 0.0, 1.0);
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break;
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case 7:
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// float mod
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color_out = vec4(mod(7.0, (fragcoord.y - 8.0)), 1.0, 0.0, 1.0);
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break;
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case 8:
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// vec2 mod
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color_out = vec4(mod(vec2(7.0), (fragcoord.yy - vec2(8.0))), 0.0, 1.0);
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break;
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case 9:
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// vec3 mod
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color_out = vec4(mod(vec3(7.0), (fragcoord.yyy - vec3(8.0))), 1.0);
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break;
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case 10:
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// vec4 mod
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color_out = mod(vec4(7.0), (fragcoord.yyyy - vec4(8.0)));
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break;
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case 11:
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// float smoothstep
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color_out = vec4(smoothstep(7.0, (fragcoord.y - 8.0), 0.3), 1.0, 0.0, 1.0);
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break;
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case 12:
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// vec2 smoothstep
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color_out = vec4(smoothstep(vec2(7.0), vec2(fragcoord.y - 8.0), vec2(0.3)), 0.0, 1.0);
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break;
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case 13:
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// vec3 smoothstep
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color_out = vec4(smoothstep(vec3(7.0), vec3(fragcoord.y - 8.0), vec3(0.3)), 1.0);
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break;
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case 14:
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// vec4 smoothstep
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color_out = smoothstep(vec4(7.0), vec4(fragcoord.y - 8.0), vec4(0.3));
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break;
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case 15:
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// float atan2
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color_out = vec4(atan(7.0, (fragcoord.y - 8.0)), 1.0, 0.0, 1.0);
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break;
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case 16:
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// vec2 atan2
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color_out = vec4(atan(vec2(7.0), (fragcoord.yy - vec2(8.0))), 0.0, 1.0);
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break;
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case 17:
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// vec3 atan2
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color_out = vec4(atan(vec3(7.0), (fragcoord.yyy - vec3(8.0))), 1.0);
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break;
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case 18:
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// vec4 atan2
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color_out = atan(vec4(7.0), (fragcoord.yyyy - vec4(8.0)));
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break;
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default:
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color_out = vec4(0.0, 0.0, 1.0, 1.0);
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}
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}
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}
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END
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics my_pipeline
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ATTACH vert_shader
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ATTACH frag_shader
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BIND BUFFER framebuffer AS color LOCATION 0
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END
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RUN my_pipeline DRAW_RECT POS 0 0 SIZE 32 32
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# Check that the pixel we expect is fine
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EXPECT framebuffer IDX 0 0 SIZE 1 1 EQ_RGBA 255 0 0 255
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