#!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 GraphicsFuzz. # Short description: A fragment shader that covers a specific inlining optimization path. # The test passes because shader always writes red. # Optimized using spirv-opt with the following arguments: # '--reduce-load-size' # '--convert-local-access-chains' # '--eliminate-local-single-store' # '--simplify-instructions' # '--combine-access-chains' # '--eliminate-dead-branches' # '--merge-blocks' # '--convert-local-access-chains' # '--convert-local-access-chains' # spirv-opt commit hash: 9215c1b7df0029f27807e8c8d7ec80532ce90a87 SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # precision highp float; # # layout(location = 0) out vec4 _GLF_color; # # vec4 func() # { # float x = 1.0; # # // Always false. # if (gl_FragCoord.x < 0.0) # x = 0.5; # # return vec4(x, 0, 0, 1); # } # # void main() # { # _GLF_color = vec4(0); # # do # { # _GLF_color = func(); # } # while (false); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 40 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %15 %32 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %9 "func(" OpName %12 "x" OpName %15 "gl_FragCoord" OpName %32 "_GLF_color" OpDecorate %15 BuiltIn FragCoord OpDecorate %32 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 4 %8 = OpTypeFunction %7 %11 = OpTypePointer Function %6 %13 = OpConstant %6 1 %14 = OpTypePointer Input %7 %15 = OpVariable %14 Input %16 = OpTypeInt 32 0 %17 = OpConstant %16 0 %18 = OpTypePointer Input %6 %21 = OpConstant %6 0 %22 = OpTypeBool %26 = OpConstant %6 0.5 %31 = OpTypePointer Output %7 %32 = OpVariable %31 Output %33 = OpConstantComposite %7 %21 %21 %21 %21 %39 = OpConstantFalse %22 %4 = OpFunction %2 None %3 %5 = OpLabel OpStore %32 %33 OpBranch %34 %34 = OpLabel %38 = OpFunctionCall %7 %9 OpStore %32 %38 OpLoopMerge %36 %34 None OpBranchConditional %39 %34 %36 %36 = OpLabel OpReturn OpFunctionEnd %9 = OpFunction %7 None %8 %10 = OpLabel %12 = OpVariable %11 Function OpStore %12 %13 %19 = OpAccessChain %18 %15 %17 %20 = OpLoad %6 %19 %23 = OpFOrdLessThan %22 %20 %21 OpSelectionMerge %25 None OpBranchConditional %23 %24 %25 %24 = OpLabel OpStore %12 %26 OpBranch %25 %25 = OpLabel %27 = OpLoad %6 %12 %28 = OpCompositeConstruct %7 %27 %21 %21 %13 OpReturnValue %28 OpFunctionEnd 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 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