#!amber # Copyright 2022 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 LLVM code paths # The test passes because the shader always writes red. # Optimized using spirv-opt with the following arguments: # '-Os' # spirv-opt commit hash: a0370efd589be33d5d9a85cfde2f85841b3755af 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 _float_0_0 _GLF_uniform_float_values[0] # # precision highp float; # precision highp int; # # // Contents of _GLF_uniform_int_values: [1, 0] # layout(set = 0, binding = 0) uniform buf0 # { # int _GLF_uniform_int_values[2]; # }; # # // Contents of _GLF_uniform_float_values: 0.0 # layout(set = 0, binding = 1) uniform buf1 # { # float _GLF_uniform_float_values[1]; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # // Always true. The line below simplifies to # // min(vec2(1, 1), vec2(transpose(mat2(1)))).y = min(vec2(1, 1), vec2(mat2(1))).y # // = min(vec2(1, 1), vec2(1, 0)).y = vec2(1, 0).y = 0. # if(min(vec2(1), vec2(transpose(mat2(_int_1)))).y == _float_0_0) # { # _GLF_color = vec4(_int_1, _int_0, _int_0, _int_1); # } # else # { # _GLF_color = vec4(_int_0); # } # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 10 ; Bound: 68 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %47 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %14 "buf0" OpMemberName %14 0 "_GLF_uniform_int_values" OpName %16 "" OpName %35 "buf1" OpMemberName %35 0 "_GLF_uniform_float_values" OpName %37 "" OpName %47 "_GLF_color" OpDecorate %13 ArrayStride 16 OpMemberDecorate %14 0 Offset 0 OpDecorate %14 Block OpDecorate %16 DescriptorSet 0 OpDecorate %16 Binding 0 OpDecorate %34 ArrayStride 16 OpMemberDecorate %35 0 Offset 0 OpDecorate %35 Block OpDecorate %37 DescriptorSet 0 OpDecorate %37 Binding 1 OpDecorate %47 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 2 %8 = OpConstant %6 1 %9 = OpConstantComposite %7 %8 %8 %10 = OpTypeInt 32 1 %11 = OpTypeInt 32 0 %12 = OpConstant %11 2 %13 = OpTypeArray %10 %12 %14 = OpTypeStruct %13 %15 = OpTypePointer Uniform %14 %16 = OpVariable %15 Uniform %17 = OpConstant %10 0 %18 = OpTypePointer Uniform %10 %22 = OpTypeMatrix %7 2 %23 = OpConstant %6 0 %32 = OpConstant %11 1 %34 = OpTypeArray %6 %32 %35 = OpTypeStruct %34 %36 = OpTypePointer Uniform %35 %37 = OpVariable %36 Uniform %38 = OpTypePointer Uniform %6 %41 = OpTypeBool %45 = OpTypeVector %6 4 %46 = OpTypePointer Output %45 %47 = OpVariable %46 Output %51 = OpConstant %10 1 %67 = OpUndef %6 %4 = OpFunction %2 None %3 %5 = OpLabel %19 = OpAccessChain %18 %16 %17 %17 %20 = OpLoad %10 %19 %21 = OpConvertSToF %6 %20 %24 = OpCompositeConstruct %7 %21 %23 %25 = OpCompositeConstruct %7 %23 %21 %26 = OpCompositeConstruct %22 %24 %25 %27 = OpTranspose %22 %26 %29 = OpCompositeExtract %6 %27 0 1 %30 = OpCompositeConstruct %7 %67 %29 %31 = OpExtInst %7 %1 FMin %9 %30 %33 = OpCompositeExtract %6 %31 1 %39 = OpAccessChain %38 %37 %17 %17 %40 = OpLoad %6 %39 %42 = OpFOrdEqual %41 %33 %40 OpSelectionMerge %44 None OpBranchConditional %42 %43 %62 %43 = OpLabel %52 = OpAccessChain %18 %16 %17 %51 %53 = OpLoad %10 %52 %54 = OpConvertSToF %6 %53 %61 = OpCompositeConstruct %45 %21 %54 %54 %21 OpStore %47 %61 OpBranch %44 %62 = OpLabel %63 = OpAccessChain %18 %16 %17 %51 %64 = OpLoad %10 %63 %65 = OpConvertSToF %6 %64 %66 = OpCompositeConstruct %45 %65 %65 %65 %65 OpStore %47 %66 OpBranch %44 %44 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 0.0 END # _GLF_uniform_int_values BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA 1 0 END BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM PIPELINE graphics variant_pipeline ATTACH variant_vertex_shader ATTACH variant_fragment_shader FRAMEBUFFER_SIZE 32 32 BIND BUFFER variant_framebuffer AS color LOCATION 0 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 32 32 EXPECT variant_framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 255 0 0 255