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Vulkan-CTS-bin/vulkan/amber/crash_test/divbyzero_frag.amber
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2026-05-06 23:44:13 +02:00

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