226 lines
7.3 KiB
Plaintext
226 lines
7.3 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 APFloat 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 _float_1_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_float_values: 1.0
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# layout(set = 0, binding = 0) uniform buf0
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# {
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# float _GLF_uniform_float_values[1];
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# };
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#
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# // Contents of v1: [0.0, 1.0]
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# layout(set = 0, binding = 1) uniform buf1
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# {
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# highp vec2 v1;
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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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# mat2 m24 = mat2x2(_float_1_0, _float_1_0, dot(v1.x, 1.0), _float_1_0);
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#
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# // a becomes 0.0.
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# float a = float(m24);
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#
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# // Since a negative value is given to inversesqrt this results in an undefined value,
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# // but not in undefined behavior.
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# vec2 v2 = inversesqrt(vec2(-1.0, 1.0));
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#
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# // Since v2 includes an undefined value this results in an undefined value,
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# // but not in undefined behavior.
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# vec2 v3 = reflect(v2, vec2(a, 1.0));
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#
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# _GLF_color = vec4(_float_1_0, v3, _float_1_0);
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#
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# if (v1.y == _float_1_0)
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# {
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# _GLF_color.yz = vec2(0.0);
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# }
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# else
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# {
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# _GLF_color = vec4(0.0);
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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; 10
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; Bound: 75
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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" %53
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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 %10 "m24"
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OpName %14 "buf0"
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OpMemberName %14 0 "_GLF_uniform_float_values"
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OpName %16 ""
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OpName %24 "buf1"
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OpMemberName %24 0 "v1"
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OpName %26 ""
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OpName %39 "a"
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OpName %43 "v2"
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OpName %46 "v3"
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OpName %53 "_GLF_color"
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OpDecorate %13 ArrayStride 16
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OpMemberDecorate %14 0 Offset 0
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OpDecorate %14 Block
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OpDecorate %16 DescriptorSet 0
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OpDecorate %16 Binding 0
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OpMemberDecorate %24 0 Offset 0
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OpDecorate %24 Block
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OpDecorate %26 DescriptorSet 0
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OpDecorate %26 Binding 1
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OpDecorate %53 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 = OpTypeMatrix %7 2
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%9 = OpTypePointer Function %8
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%11 = OpTypeInt 32 0
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%12 = OpConstant %11 1
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%13 = OpTypeArray %6 %12
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%14 = OpTypeStruct %13
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%15 = OpTypePointer Uniform %14
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%16 = OpVariable %15 Uniform
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%17 = OpTypeInt 32 1
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%18 = OpConstant %17 0
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%19 = OpTypePointer Uniform %6
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%24 = OpTypeStruct %7
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%25 = OpTypePointer Uniform %24
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%26 = OpVariable %25 Uniform
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%27 = OpConstant %11 0
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%30 = OpConstant %6 1
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%34 = OpConstant %6 0
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%38 = OpTypePointer Function %6
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%42 = OpTypePointer Function %7
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%44 = OpConstant %6 -0x1.8p+128
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%45 = OpConstantComposite %7 %44 %30
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%51 = OpTypeVector %6 4
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%52 = OpTypePointer Output %51
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%53 = OpVariable %52 Output
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%66 = OpTypeBool
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%70 = OpConstantComposite %7 %34 %34
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%74 = OpConstantComposite %51 %34 %34 %34 %34
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%10 = OpVariable %9 Function
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%39 = OpVariable %38 Function
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%43 = OpVariable %42 Function
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%46 = OpVariable %42 Function
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%20 = OpAccessChain %19 %16 %18 %18
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%21 = OpLoad %6 %20
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%22 = OpAccessChain %19 %16 %18 %18
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%23 = OpLoad %6 %22
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%28 = OpAccessChain %19 %26 %18 %27
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%29 = OpLoad %6 %28
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%31 = OpFMul %6 %29 %30
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%32 = OpAccessChain %19 %16 %18 %18
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%33 = OpLoad %6 %32
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%35 = OpCompositeConstruct %7 %21 %23
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%36 = OpCompositeConstruct %7 %31 %33
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%37 = OpCompositeConstruct %8 %35 %36
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OpStore %10 %37
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%40 = OpLoad %8 %10
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%41 = OpCompositeExtract %6 %40 0 0
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OpStore %39 %41
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OpStore %43 %45
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%47 = OpLoad %7 %43
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%48 = OpLoad %6 %39
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%49 = OpCompositeConstruct %7 %48 %30
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%50 = OpExtInst %7 %1 Reflect %47 %49
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OpStore %46 %50
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%54 = OpAccessChain %19 %16 %18 %18
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%55 = OpLoad %6 %54
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%56 = OpLoad %7 %46
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%57 = OpAccessChain %19 %16 %18 %18
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%58 = OpLoad %6 %57
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%59 = OpCompositeExtract %6 %56 0
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%60 = OpCompositeExtract %6 %56 1
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%61 = OpCompositeConstruct %51 %55 %59 %60 %58
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OpStore %53 %61
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%62 = OpAccessChain %19 %26 %18 %12
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%63 = OpLoad %6 %62
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%64 = OpAccessChain %19 %16 %18 %18
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%65 = OpLoad %6 %64
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%67 = OpFOrdEqual %66 %63 %65
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OpSelectionMerge %69 None
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OpBranchConditional %67 %68 %73
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%68 = OpLabel
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%71 = OpLoad %51 %53
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%72 = OpVectorShuffle %51 %71 %70 0 4 5 3
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OpStore %53 %72
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OpBranch %69
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%73 = OpLabel
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OpStore %53 %74
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OpBranch %69
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%69 = 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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# v1
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BUFFER variant_v1 DATA_TYPE vec2<float> STD140 DATA
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0.0 1.0
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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
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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_v1 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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