224 lines
7.2 KiB
Plaintext
224 lines
7.2 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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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_0 _GLF_uniform_int_values[0]
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# #define _float_1_0 _GLF_uniform_float_values[0]
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# #define _float_0_0 _GLF_uniform_float_values[1]
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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_float_values: [1.0, 0.0]
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# layout(set = 0, binding = 0) uniform buf0
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# {
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# float _GLF_uniform_float_values[2];
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# };
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#
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# // Contents of _GLF_uniform_int_values: 0
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# layout(set = 0, binding = 1) uniform buf1
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# {
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# int _GLF_uniform_int_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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# // Contents of resolution: [256.0, 256.0]
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# layout(set = 0, binding = 2) uniform buf2
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# {
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# vec2 resolution;
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# };
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#
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# void main()
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# {
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# // v becomes (0, 0).
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# vec2 v = (mat3(_float_0_0) * vec3(resolution, 1)).xy;
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#
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# // Always true.
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# if(v == vec2(_int_0))
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# {
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# _GLF_color = vec4(_float_1_0, v, _float_1_0);
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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: 74
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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" %60
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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 %9 "v"
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OpName %13 "buf0"
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OpMemberName %13 0 "_GLF_uniform_float_values"
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OpName %15 ""
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OpName %30 "buf2"
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OpMemberName %30 0 "resolution"
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OpName %32 ""
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OpName %44 "buf1"
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OpMemberName %44 0 "_GLF_uniform_int_values"
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OpName %46 ""
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OpName %60 "_GLF_color"
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OpDecorate %12 ArrayStride 16
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OpMemberDecorate %13 0 Offset 0
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OpDecorate %13 Block
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OpDecorate %15 DescriptorSet 0
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OpDecorate %15 Binding 0
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OpMemberDecorate %30 0 Offset 0
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OpDecorate %30 Block
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OpDecorate %32 DescriptorSet 0
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OpDecorate %32 Binding 2
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OpDecorate %43 ArrayStride 16
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OpMemberDecorate %44 0 Offset 0
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OpDecorate %44 Block
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OpDecorate %46 DescriptorSet 0
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OpDecorate %46 Binding 1
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OpDecorate %60 Location 0
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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 = OpTypeVector %6 2
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%8 = OpTypePointer Function %7
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%10 = OpTypeInt 32 0
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%11 = OpConstant %10 2
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%12 = OpTypeArray %6 %11
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%13 = OpTypeStruct %12
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%14 = OpTypePointer Uniform %13
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%15 = OpVariable %14 Uniform
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%16 = OpTypeInt 32 1
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%17 = OpConstant %16 0
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%18 = OpConstant %16 1
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%19 = OpTypePointer Uniform %6
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%22 = OpTypeVector %6 3
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%23 = OpTypeMatrix %22 3
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%24 = OpConstant %6 1
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%25 = OpConstant %6 0
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%30 = OpTypeStruct %7
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%31 = OpTypePointer Uniform %30
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%32 = OpVariable %31 Uniform
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%33 = OpTypePointer Uniform %7
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%42 = OpConstant %10 1
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%43 = OpTypeArray %16 %42
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%44 = OpTypeStruct %43
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%45 = OpTypePointer Uniform %44
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%46 = OpVariable %45 Uniform
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%47 = OpTypePointer Uniform %16
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%52 = OpTypeBool
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%53 = OpTypeVector %52 2
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%58 = OpTypeVector %6 4
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%59 = OpTypePointer Output %58
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%60 = OpVariable %59 Output
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%9 = OpVariable %8 Function
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%20 = OpAccessChain %19 %15 %17 %18
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%21 = OpLoad %6 %20
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%26 = OpCompositeConstruct %22 %21 %25 %25
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%27 = OpCompositeConstruct %22 %25 %21 %25
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%28 = OpCompositeConstruct %22 %25 %25 %21
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%29 = OpCompositeConstruct %23 %26 %27 %28
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%34 = OpAccessChain %33 %32 %17
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%35 = OpLoad %7 %34
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%36 = OpCompositeExtract %6 %35 0
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%37 = OpCompositeExtract %6 %35 1
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%38 = OpCompositeConstruct %22 %36 %37 %24
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%39 = OpMatrixTimesVector %22 %29 %38
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%40 = OpVectorShuffle %7 %39 %39 0 1
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OpStore %9 %40
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%41 = OpLoad %7 %9
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%48 = OpAccessChain %47 %46 %17 %17
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%49 = OpLoad %16 %48
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%50 = OpConvertSToF %6 %49
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%51 = OpCompositeConstruct %7 %50 %50
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%54 = OpFOrdEqual %53 %41 %51
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%55 = OpAll %52 %54
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OpSelectionMerge %57 None
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OpBranchConditional %55 %56 %69
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%56 = OpLabel
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%61 = OpAccessChain %19 %15 %17 %17
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%62 = OpLoad %6 %61
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%63 = OpLoad %7 %9
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%64 = OpAccessChain %19 %15 %17 %17
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%65 = OpLoad %6 %64
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%66 = OpCompositeExtract %6 %63 0
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%67 = OpCompositeExtract %6 %63 1
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%68 = OpCompositeConstruct %58 %62 %66 %67 %65
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OpStore %60 %68
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OpBranch %57
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%69 = OpLabel
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%70 = OpAccessChain %47 %46 %17 %17
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%71 = OpLoad %16 %70
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%72 = OpConvertSToF %6 %71
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%73 = OpCompositeConstruct %58 %72 %72 %72 %72
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OpStore %60 %73
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OpBranch %57
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%57 = 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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# resolution
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BUFFER variant_resolution DATA_TYPE vec2<float> STD140 DATA
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256.0 256.0
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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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0
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END
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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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1.0 0.0
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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_resolution AS uniform DESCRIPTOR_SET 0 BINDING 2
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BIND BUFFER variant__GLF_uniform_int_values AS uniform DESCRIPTOR_SET 0 BINDING 1
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BIND BUFFER variant__GLF_uniform_float_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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