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Vulkan-CTS-bin/vulkan/amber/graphicsfuzz/cov-extend-uniform-vec2-to-vec3-matrix-multiply.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.
# 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_0 _GLF_uniform_int_values[0]
# #define _float_1_0 _GLF_uniform_float_values[0]
# #define _float_0_0 _GLF_uniform_float_values[1]
#
# precision highp float;
# precision highp int;
#
# // Contents of _GLF_uniform_float_values: [1.0, 0.0]
# layout(set = 0, binding = 0) uniform buf0
# {
# float _GLF_uniform_float_values[2];
# };
#
# // Contents of _GLF_uniform_int_values: 0
# layout(set = 0, binding = 1) uniform buf1
# {
# int _GLF_uniform_int_values[1];
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# // Contents of resolution: [256.0, 256.0]
# layout(set = 0, binding = 2) uniform buf2
# {
# vec2 resolution;
# };
#
# void main()
# {
# // v becomes (0, 0).
# vec2 v = (mat3(_float_0_0) * vec3(resolution, 1)).xy;
#
# // Always true.
# if(v == vec2(_int_0))
# {
# _GLF_color = vec4(_float_1_0, v, _float_1_0);
# }
# 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: 74
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %60
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 320
OpName %4 "main"
OpName %9 "v"
OpName %13 "buf0"
OpMemberName %13 0 "_GLF_uniform_float_values"
OpName %15 ""
OpName %30 "buf2"
OpMemberName %30 0 "resolution"
OpName %32 ""
OpName %44 "buf1"
OpMemberName %44 0 "_GLF_uniform_int_values"
OpName %46 ""
OpName %60 "_GLF_color"
OpDecorate %12 ArrayStride 16
OpMemberDecorate %13 0 Offset 0
OpDecorate %13 Block
OpDecorate %15 DescriptorSet 0
OpDecorate %15 Binding 0
OpMemberDecorate %30 0 Offset 0
OpDecorate %30 Block
OpDecorate %32 DescriptorSet 0
OpDecorate %32 Binding 2
OpDecorate %43 ArrayStride 16
OpMemberDecorate %44 0 Offset 0
OpDecorate %44 Block
OpDecorate %46 DescriptorSet 0
OpDecorate %46 Binding 1
OpDecorate %60 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Function %7
%10 = OpTypeInt 32 0
%11 = OpConstant %10 2
%12 = OpTypeArray %6 %11
%13 = OpTypeStruct %12
%14 = OpTypePointer Uniform %13
%15 = OpVariable %14 Uniform
%16 = OpTypeInt 32 1
%17 = OpConstant %16 0
%18 = OpConstant %16 1
%19 = OpTypePointer Uniform %6
%22 = OpTypeVector %6 3
%23 = OpTypeMatrix %22 3
%24 = OpConstant %6 1
%25 = OpConstant %6 0
%30 = OpTypeStruct %7
%31 = OpTypePointer Uniform %30
%32 = OpVariable %31 Uniform
%33 = OpTypePointer Uniform %7
%42 = OpConstant %10 1
%43 = OpTypeArray %16 %42
%44 = OpTypeStruct %43
%45 = OpTypePointer Uniform %44
%46 = OpVariable %45 Uniform
%47 = OpTypePointer Uniform %16
%52 = OpTypeBool
%53 = OpTypeVector %52 2
%58 = OpTypeVector %6 4
%59 = OpTypePointer Output %58
%60 = OpVariable %59 Output
%4 = OpFunction %2 None %3
%5 = OpLabel
%9 = OpVariable %8 Function
%20 = OpAccessChain %19 %15 %17 %18
%21 = OpLoad %6 %20
%26 = OpCompositeConstruct %22 %21 %25 %25
%27 = OpCompositeConstruct %22 %25 %21 %25
%28 = OpCompositeConstruct %22 %25 %25 %21
%29 = OpCompositeConstruct %23 %26 %27 %28
%34 = OpAccessChain %33 %32 %17
%35 = OpLoad %7 %34
%36 = OpCompositeExtract %6 %35 0
%37 = OpCompositeExtract %6 %35 1
%38 = OpCompositeConstruct %22 %36 %37 %24
%39 = OpMatrixTimesVector %22 %29 %38
%40 = OpVectorShuffle %7 %39 %39 0 1
OpStore %9 %40
%41 = OpLoad %7 %9
%48 = OpAccessChain %47 %46 %17 %17
%49 = OpLoad %16 %48
%50 = OpConvertSToF %6 %49
%51 = OpCompositeConstruct %7 %50 %50
%54 = OpFOrdEqual %53 %41 %51
%55 = OpAll %52 %54
OpSelectionMerge %57 None
OpBranchConditional %55 %56 %69
%56 = OpLabel
%61 = OpAccessChain %19 %15 %17 %17
%62 = OpLoad %6 %61
%63 = OpLoad %7 %9
%64 = OpAccessChain %19 %15 %17 %17
%65 = OpLoad %6 %64
%66 = OpCompositeExtract %6 %63 0
%67 = OpCompositeExtract %6 %63 1
%68 = OpCompositeConstruct %58 %62 %66 %67 %65
OpStore %60 %68
OpBranch %57
%69 = OpLabel
%70 = OpAccessChain %47 %46 %17 %17
%71 = OpLoad %16 %70
%72 = OpConvertSToF %6 %71
%73 = OpCompositeConstruct %58 %72 %72 %72 %72
OpStore %60 %73
OpBranch %57
%57 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# resolution
BUFFER variant_resolution DATA_TYPE vec2<float> STD140 DATA
256.0 256.0
END
# _GLF_uniform_int_values
BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA
0
END
# _GLF_uniform_float_values
BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
1.0 0.0
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_resolution AS uniform DESCRIPTOR_SET 0 BINDING 2
BIND BUFFER variant__GLF_uniform_int_values AS uniform DESCRIPTOR_SET 0 BINDING 1
BIND BUFFER variant__GLF_uniform_float_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