#!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. SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 320 es # #define _int_1 _GLF_uniform_int_values[0] # #define _int_0 _GLF_uniform_int_values[1] # #define _int_4 _GLF_uniform_int_values[2] # #define _float_1_0 _GLF_uniform_float_values[0] # # precision highp int; # precision highp float; # # // Contents of _GLF_uniform_int_values: [1, 0, 4] # layout(set = 0, binding = 0) uniform buf0 # { # int _GLF_uniform_int_values[3]; # }; # // Contents of _GLF_uniform_float_values: 1.0 # layout(set = 0, binding = 1) uniform buf1 # { # float _GLF_uniform_float_values[1]; # }; # // Contents of injectionSwitch: [0.0, 1.0] # layout(set = 0, binding = 2) uniform buf2 # { # vec2 injectionSwitch; # }; # layout(location = 0) out vec4 _GLF_color; # # void main() # { # int a = 1; # // The color value cannot be changed later without losing # // the coverage point we are after. # _GLF_color = vec4(_int_1, _int_0, _int_0, _int_1); # # for(int i = _int_0; i < _int_4; i++) # { # if(a++ > 3) # { # break; # } # # // Always false. # if(injectionSwitch.x > _float_1_0) # { # discard; # } # } # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 10 ; Bound: 77 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %13 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %8 "a" OpName %13 "_GLF_color" OpName %17 "buf0" OpMemberName %17 0 "_GLF_uniform_int_values" OpName %19 "" OpName %35 "i" OpName %57 "buf2" OpMemberName %57 0 "injectionSwitch" OpName %59 "" OpName %66 "buf1" OpMemberName %66 0 "_GLF_uniform_float_values" OpName %68 "" OpDecorate %13 Location 0 OpDecorate %16 ArrayStride 16 OpMemberDecorate %17 0 Offset 0 OpDecorate %17 Block OpDecorate %19 DescriptorSet 0 OpDecorate %19 Binding 0 OpMemberDecorate %57 0 Offset 0 OpDecorate %57 Block OpDecorate %59 DescriptorSet 0 OpDecorate %59 Binding 2 OpDecorate %65 ArrayStride 16 OpMemberDecorate %66 0 Offset 0 OpDecorate %66 Block OpDecorate %68 DescriptorSet 0 OpDecorate %68 Binding 1 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %7 = OpTypePointer Function %6 %9 = OpConstant %6 1 %10 = OpTypeFloat 32 %11 = OpTypeVector %10 4 %12 = OpTypePointer Output %11 %13 = OpVariable %12 Output %14 = OpTypeInt 32 0 %15 = OpConstant %14 3 %16 = OpTypeArray %6 %15 %17 = OpTypeStruct %16 %18 = OpTypePointer Uniform %17 %19 = OpVariable %18 Uniform %20 = OpConstant %6 0 %21 = OpTypePointer Uniform %6 %44 = OpConstant %6 2 %47 = OpTypeBool %51 = OpConstant %6 3 %56 = OpTypeVector %10 2 %57 = OpTypeStruct %56 %58 = OpTypePointer Uniform %57 %59 = OpVariable %58 Uniform %60 = OpConstant %14 0 %61 = OpTypePointer Uniform %10 %64 = OpConstant %14 1 %65 = OpTypeArray %10 %64 %66 = OpTypeStruct %65 %67 = OpTypePointer Uniform %66 %68 = OpVariable %67 Uniform %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %35 = OpVariable %7 Function OpStore %8 %9 %22 = OpAccessChain %21 %19 %20 %20 %23 = OpLoad %6 %22 %24 = OpConvertSToF %10 %23 %25 = OpAccessChain %21 %19 %20 %9 %26 = OpLoad %6 %25 %27 = OpConvertSToF %10 %26 %28 = OpAccessChain %21 %19 %20 %9 %29 = OpLoad %6 %28 %30 = OpConvertSToF %10 %29 %31 = OpAccessChain %21 %19 %20 %20 %32 = OpLoad %6 %31 %33 = OpConvertSToF %10 %32 %34 = OpCompositeConstruct %11 %24 %27 %30 %33 OpStore %13 %34 %36 = OpAccessChain %21 %19 %20 %9 %37 = OpLoad %6 %36 OpStore %35 %37 OpBranch %38 %38 = OpLabel OpLoopMerge %40 %41 None OpBranch %42 %42 = OpLabel %43 = OpLoad %6 %35 %45 = OpAccessChain %21 %19 %20 %44 %46 = OpLoad %6 %45 %48 = OpSLessThan %47 %43 %46 OpBranchConditional %48 %39 %40 %39 = OpLabel %49 = OpLoad %6 %8 %50 = OpIAdd %6 %49 %9 OpStore %8 %50 %52 = OpSGreaterThan %47 %49 %51 OpSelectionMerge %54 None OpBranchConditional %52 %53 %54 %53 = OpLabel OpBranch %40 %54 = OpLabel %62 = OpAccessChain %61 %59 %20 %60 %63 = OpLoad %10 %62 %69 = OpAccessChain %61 %68 %20 %20 %70 = OpLoad %10 %69 %71 = OpFOrdGreaterThan %47 %63 %70 OpSelectionMerge %73 None OpBranchConditional %71 %72 %73 %72 = OpLabel OpKill %73 = OpLabel OpBranch %41 %41 = OpLabel %75 = OpLoad %6 %35 %76 = OpIAdd %6 %75 %9 OpStore %35 %76 OpBranch %38 %40 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # injectionSwitch BUFFER variant_injectionSwitch DATA_TYPE vec2 STD140 DATA 0.0 1.0 END # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 1.0 END # _GLF_uniform_int_values BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA 1 0 4 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_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 2 BIND BUFFER variant__GLF_uniform_float_values AS uniform DESCRIPTOR_SET 0 BINDING 1 BIND BUFFER variant__GLF_uniform_int_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