207 lines
6.8 KiB
Plaintext
207 lines
6.8 KiB
Plaintext
#!amber
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# Copyright 2020 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 a specific floating point code path
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# The test passes because the 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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# #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 _float_0_0 _GLF_uniform_float_values[0]
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#
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# precision highp float;
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#
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# // Contents of _GLF_uniform_int_values: [1, 0]
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# layout(set = 0, binding = 0) uniform buf0
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# {
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# int _GLF_uniform_int_values[2];
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# };
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#
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# // Contents of _GLF_uniform_float_values: 0.0
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# layout(set = 0, binding = 1) uniform buf1
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# {
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# float _GLF_uniform_float_values[1];
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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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# // This results in an undefined value, but not in undefined behavior.
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# float undefined = sinh(log2(-8.9));
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#
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# if (1 == _int_1 || undefined > _float_0_0)
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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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DEVICE_EXTENSION VK_KHR_shader_float_controls
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DEVICE_PROPERTY FloatControlsProperties.shaderSignedZeroInfNanPreserveFloat32
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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: 62
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; Schema: 0
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OpCapability Shader
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OpCapability SignedZeroInfNanPreserve
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OpExtension "SPV_KHR_float_controls"
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %4 "main" %43
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OpExecutionMode %4 OriginUpperLeft
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OpExecutionMode %4 SignedZeroInfNanPreserve 32
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OpSource ESSL 310
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OpName %4 "main"
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OpName %8 "undefined"
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OpName %17 "buf0"
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OpMemberName %17 0 "_GLF_uniform_int_values"
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OpName %19 ""
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OpName %31 "buf1"
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OpMemberName %31 0 "_GLF_uniform_float_values"
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OpName %33 ""
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OpName %43 "_GLF_color"
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OpDecorate %16 ArrayStride 16
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OpMemberDecorate %17 0 RelaxedPrecision
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OpMemberDecorate %17 0 Offset 0
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OpDecorate %17 Block
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OpDecorate %19 DescriptorSet 0
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OpDecorate %19 Binding 0
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OpDecorate %23 RelaxedPrecision
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OpDecorate %30 ArrayStride 16
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OpMemberDecorate %31 0 Offset 0
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OpDecorate %31 Block
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OpDecorate %33 DescriptorSet 0
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OpDecorate %33 Binding 1
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OpDecorate %43 Location 0
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OpDecorate %45 RelaxedPrecision
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OpDecorate %48 RelaxedPrecision
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OpDecorate %51 RelaxedPrecision
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OpDecorate %54 RelaxedPrecision
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OpDecorate %59 RelaxedPrecision
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypePointer Function %6
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%9 = OpConstant %6 0x1.8p+128
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%11 = OpTypeBool
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%12 = OpTypeInt 32 1
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%13 = OpConstant %12 1
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%14 = OpTypeInt 32 0
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%15 = OpConstant %14 2
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%16 = OpTypeArray %12 %15
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%17 = OpTypeStruct %16
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%18 = OpTypePointer Uniform %17
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%19 = OpVariable %18 Uniform
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%20 = OpConstant %12 0
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%21 = OpTypePointer Uniform %12
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%29 = OpConstant %14 1
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%30 = OpTypeArray %6 %29
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%31 = OpTypeStruct %30
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%32 = OpTypePointer Uniform %31
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%33 = OpVariable %32 Uniform
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%34 = OpTypePointer Uniform %6
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%41 = OpTypeVector %6 4
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%42 = OpTypePointer Output %41
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%43 = OpVariable %42 Output
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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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%10 = OpExtInst %6 %1 Sinh %9
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OpStore %8 %10
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%22 = OpAccessChain %21 %19 %20 %20
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%23 = OpLoad %12 %22
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%24 = OpIEqual %11 %13 %23
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%25 = OpLogicalNot %11 %24
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OpSelectionMerge %27 None
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OpBranchConditional %25 %26 %27
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%26 = OpLabel
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%28 = OpLoad %6 %8
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%35 = OpAccessChain %34 %33 %20 %20
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%36 = OpLoad %6 %35
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%37 = OpFOrdGreaterThan %11 %28 %36
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OpBranch %27
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%27 = OpLabel
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%38 = OpPhi %11 %24 %5 %37 %26
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OpSelectionMerge %40 None
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OpBranchConditional %38 %39 %57
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%39 = OpLabel
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%44 = OpAccessChain %21 %19 %20 %20
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%45 = OpLoad %12 %44
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%46 = OpConvertSToF %6 %45
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%47 = OpAccessChain %21 %19 %20 %13
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%48 = OpLoad %12 %47
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%49 = OpConvertSToF %6 %48
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%50 = OpAccessChain %21 %19 %20 %13
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%51 = OpLoad %12 %50
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%52 = OpConvertSToF %6 %51
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%53 = OpAccessChain %21 %19 %20 %20
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%54 = OpLoad %12 %53
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%55 = OpConvertSToF %6 %54
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%56 = OpCompositeConstruct %41 %46 %49 %52 %55
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OpStore %43 %56
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OpBranch %40
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%57 = OpLabel
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%58 = OpAccessChain %21 %19 %20 %13
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%59 = OpLoad %12 %58
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%60 = OpConvertSToF %6 %59
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%61 = OpCompositeConstruct %41 %60 %60 %60 %60
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OpStore %43 %61
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OpBranch %40
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%40 = 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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# _GLF_uniform_float_values
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BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
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0.0
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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
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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__GLF_uniform_float_values 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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