214 lines
6.5 KiB
Plaintext
214 lines
6.5 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 NIR 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 _int_1 _GLF_uniform_int_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_int_values: [0, 1]
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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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# const int _GLF_global_loop_bound = 100;
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# int _GLF_global_loop_count = 0;
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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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# _GLF_color = vec4(_int_1, _int_0, _int_0, _int_1);
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#
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# while (_GLF_global_loop_count < _GLF_global_loop_bound)
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# {
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# _GLF_global_loop_count++;
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#
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# // Always false.
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# if (!(true || _int_0 == _int_1))
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# {
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# break;
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# }
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# }
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#
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# // This loop will not be iterated since the loop bound
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# // has already been reached with the previous loop.
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# while (_GLF_global_loop_count < _GLF_global_loop_bound)
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# {
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# _GLF_global_loop_count++;
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# _GLF_color = vec4(_int_0);
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# }
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#
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# // The output color still remains red beacuse the loop above
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# // was not executed.
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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: 73
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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" %13
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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 %8 "_GLF_global_loop_count"
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OpName %13 "_GLF_color"
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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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OpDecorate %13 Location 0
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OpDecorate %16 ArrayStride 16
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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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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeInt 32 1
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%7 = OpTypePointer Private %6
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%8 = OpVariable %7 Private
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%9 = OpConstant %6 0
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%10 = OpTypeFloat 32
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%11 = OpTypeVector %10 4
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%12 = OpTypePointer Output %11
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%13 = OpVariable %12 Output
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%14 = OpTypeInt 32 0
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%15 = OpConstant %14 2
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%16 = OpTypeArray %6 %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 %6 1
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%21 = OpTypePointer Uniform %6
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%41 = OpConstant %6 100
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%42 = OpTypeBool
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%46 = OpConstantTrue %42
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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OpStore %8 %9
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%22 = OpAccessChain %21 %19 %9 %20
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%23 = OpLoad %6 %22
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%24 = OpConvertSToF %10 %23
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%25 = OpAccessChain %21 %19 %9 %9
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%26 = OpLoad %6 %25
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%27 = OpConvertSToF %10 %26
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%28 = OpAccessChain %21 %19 %9 %9
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%29 = OpLoad %6 %28
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%30 = OpConvertSToF %10 %29
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%31 = OpAccessChain %21 %19 %9 %20
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%32 = OpLoad %6 %31
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%33 = OpConvertSToF %10 %32
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%34 = OpCompositeConstruct %11 %24 %27 %30 %33
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OpStore %13 %34
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OpBranch %35
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%35 = OpLabel
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OpLoopMerge %37 %38 None
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OpBranch %39
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%39 = OpLabel
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%40 = OpLoad %6 %8
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%43 = OpSLessThan %42 %40 %41
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OpBranchConditional %43 %36 %37
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%36 = OpLabel
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%44 = OpLoad %6 %8
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%45 = OpIAdd %6 %44 %20
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OpStore %8 %45
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%47 = OpLogicalNot %42 %46
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OpSelectionMerge %49 None
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OpBranchConditional %47 %48 %49
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%48 = OpLabel
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%50 = OpAccessChain %21 %19 %9 %9
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%51 = OpLoad %6 %50
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%52 = OpAccessChain %21 %19 %9 %20
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%53 = OpLoad %6 %52
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%54 = OpIEqual %42 %51 %53
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OpBranch %49
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%49 = OpLabel
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%55 = OpPhi %42 %46 %36 %54 %48
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%56 = OpLogicalNot %42 %55
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OpSelectionMerge %58 None
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OpBranchConditional %56 %57 %58
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%57 = OpLabel
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OpBranch %37
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%58 = OpLabel
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OpBranch %38
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%38 = OpLabel
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OpBranch %35
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%37 = OpLabel
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OpBranch %60
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%60 = OpLabel
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OpLoopMerge %62 %63 None
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OpBranch %64
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%64 = OpLabel
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%65 = OpLoad %6 %8
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%66 = OpSLessThan %42 %65 %41
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OpBranchConditional %66 %61 %62
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%61 = OpLabel
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%67 = OpLoad %6 %8
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%68 = OpIAdd %6 %67 %20
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OpStore %8 %68
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%69 = OpAccessChain %21 %19 %9 %9
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%70 = OpLoad %6 %69
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%71 = OpConvertSToF %10 %70
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%72 = OpCompositeConstruct %11 %71 %71 %71 %71
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OpStore %13 %72
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OpBranch %63
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%63 = OpLabel
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OpBranch %60
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%62 = 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_int_values
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BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA
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0 1
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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_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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