#!amber # Copyright 2020 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 NIR code paths # The test passes because the shader always writes red. # Optimized using spirv-opt with the following arguments: # '--eliminate-dead-branches' # '--eliminate-local-multi-store' # '--eliminate-local-single-store' # '--simplify-instructions' # '--eliminate-dead-branches' # '--copy-propagate-arrays' # '--copy-propagate-arrays' # '--eliminate-dead-inserts' # '--vector-dce' # '--vector-dce' # '--inline-entry-points-exhaustive' # '--eliminate-local-single-store' # '--eliminate-local-single-store' # '--simplify-instructions' # '--eliminate-local-single-block' # '--ccp' # '--private-to-local' # '--scalar-replacement=100' # '--eliminate-local-single-block' # '--private-to-local' # '--scalar-replacement=100' # '--simplify-instructions' # '--eliminate-dead-branches' # '--merge-blocks' # spirv-opt commit hash: a0370efd589be33d5d9a85cfde2f85841b3755af SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 320 es # #define _float_1_0 _GLF_uniform_float_values[0] # #define _float_2_0 _GLF_uniform_float_values[1] # # precision highp float; # precision highp int; # # // Contents of _GLF_uniform_float_values: [1.0, 2.0] # layout(set = 0, binding = 0) uniform buf0 # { # float _GLF_uniform_float_values[2]; # }; # # layout(location = 0) out vec4 _GLF_color; # # // Contents of zero: 0.0 # layout(set = 0, binding = 1) uniform buf1 # { # float zero; # }; # # void main() # { # vec2 v0 = vec2(_float_1_0); # vec4 v1 = vec4(v0.x); # # // Always true. # if(zero != _float_1_0) # { # // Always false. # if(zero == _float_2_0) # { # return; # } # v1.yz -= _float_1_0; # } # else # { # discard; # } # # _GLF_color = v1; # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 10 ; Bound: 62 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %61 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %9 "v0" OpName %13 "buf0" OpMemberName %13 0 "_GLF_uniform_float_values" OpName %15 "" OpName %24 "v1" OpName %30 "buf1" OpMemberName %30 0 "zero" OpName %32 "" OpName %61 "_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 1 OpDecorate %61 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 = OpTypePointer Uniform %6 %22 = OpTypeVector %6 4 %23 = OpTypePointer Function %22 %25 = OpConstant %10 0 %26 = OpTypePointer Function %6 %30 = OpTypeStruct %6 %31 = OpTypePointer Uniform %30 %32 = OpVariable %31 Uniform %37 = OpTypeBool %43 = OpConstant %16 1 %60 = OpTypePointer Output %22 %61 = OpVariable %60 Output %4 = OpFunction %2 None %3 %5 = OpLabel %9 = OpVariable %8 Function %24 = OpVariable %23 Function %19 = OpAccessChain %18 %15 %17 %17 %20 = OpLoad %6 %19 %21 = OpCompositeConstruct %7 %20 %20 OpStore %9 %21 %27 = OpAccessChain %26 %9 %25 %28 = OpLoad %6 %27 %29 = OpCompositeConstruct %22 %28 %28 %28 %28 OpStore %24 %29 %33 = OpAccessChain %18 %32 %17 %34 = OpLoad %6 %33 %35 = OpAccessChain %18 %15 %17 %17 %36 = OpLoad %6 %35 %38 = OpFUnordNotEqual %37 %34 %36 OpSelectionMerge %40 None OpBranchConditional %38 %39 %58 %39 = OpLabel %41 = OpAccessChain %18 %32 %17 %42 = OpLoad %6 %41 %44 = OpAccessChain %18 %15 %17 %43 %45 = OpLoad %6 %44 %46 = OpFOrdEqual %37 %42 %45 OpSelectionMerge %48 None OpBranchConditional %46 %47 %48 %47 = OpLabel OpReturn %48 = OpLabel %50 = OpAccessChain %18 %15 %17 %17 %51 = OpLoad %6 %50 %53 = OpVectorShuffle %7 %29 %29 1 2 %54 = OpCompositeConstruct %7 %51 %51 %55 = OpFSub %7 %53 %54 %57 = OpVectorShuffle %22 %29 %55 0 4 5 3 OpStore %24 %57 OpBranch %40 %58 = OpLabel OpKill %40 = OpLabel OpStore %61 %57 OpReturn OpFunctionEnd END # uniforms for variant # zero BUFFER variant_zero DATA_TYPE float STD140 DATA 0.0 END # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 1.0 2.0 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_zero 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