#!amber # Copyright 2021 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. 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 _float_0_0 _GLF_uniform_float_values[0] # #define _float_1_0 _GLF_uniform_float_values[1] # # precision highp int; # precision highp float; # # // Contents of _GLF_uniform_int_values: 1 # layout(set = 0, binding = 0) uniform buf0 # { # int _GLF_uniform_int_values[1]; # }; # # // Contents of _GLF_uniform_float_values: [0.0, 1.0] # layout(set = 0, binding = 1) uniform buf1 # { # float _GLF_uniform_float_values[2]; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # vec4 v; # // _GLF_color becomes (1, 1, 1, 1). Vector v is uninitialized, but none of it's values are selected. # _GLF_color = mix(vec4(1.0, v[_int_1], 1.0, 1.0), vec4(1), bvec4(true, true, gl_FragCoord.y > _float_0_0, true)); # // Adjust the color to (1, 0, 0, 1). # _GLF_color.yz -= _float_1_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: 58 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %9 %32 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %9 "_GLF_color" OpName %12 "v" OpName %17 "buf0" OpMemberName %17 0 "_GLF_uniform_int_values" OpName %19 "" OpName %32 "gl_FragCoord" OpName %38 "buf1" OpMemberName %38 0 "_GLF_uniform_float_values" OpName %40 "" OpDecorate %9 Location 0 OpDecorate %16 ArrayStride 16 OpMemberDecorate %17 0 Offset 0 OpDecorate %17 Block OpDecorate %19 DescriptorSet 0 OpDecorate %19 Binding 0 OpDecorate %32 BuiltIn FragCoord OpDecorate %37 ArrayStride 16 OpMemberDecorate %38 0 Offset 0 OpDecorate %38 Block OpDecorate %40 DescriptorSet 0 OpDecorate %40 Binding 1 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 4 %8 = OpTypePointer Output %7 %9 = OpVariable %8 Output %10 = OpConstant %6 1 %11 = OpTypePointer Function %7 %13 = OpTypeInt 32 1 %14 = OpTypeInt 32 0 %15 = OpConstant %14 1 %16 = OpTypeArray %13 %15 %17 = OpTypeStruct %16 %18 = OpTypePointer Uniform %17 %19 = OpVariable %18 Uniform %20 = OpConstant %13 0 %21 = OpTypePointer Uniform %13 %24 = OpTypePointer Function %6 %28 = OpConstantComposite %7 %10 %10 %10 %10 %29 = OpTypeBool %30 = OpConstantTrue %29 %31 = OpTypePointer Input %7 %32 = OpVariable %31 Input %33 = OpTypePointer Input %6 %36 = OpConstant %14 2 %37 = OpTypeArray %6 %36 %38 = OpTypeStruct %37 %39 = OpTypePointer Uniform %38 %40 = OpVariable %39 Uniform %41 = OpTypePointer Uniform %6 %45 = OpTypeVector %29 4 %48 = OpConstant %13 1 %51 = OpTypeVector %6 2 %4 = OpFunction %2 None %3 %5 = OpLabel %12 = OpVariable %11 Function %22 = OpAccessChain %21 %19 %20 %20 %23 = OpLoad %13 %22 %25 = OpAccessChain %24 %12 %23 %26 = OpLoad %6 %25 %27 = OpCompositeConstruct %7 %10 %26 %10 %10 %34 = OpAccessChain %33 %32 %15 %35 = OpLoad %6 %34 %42 = OpAccessChain %41 %40 %20 %20 %43 = OpLoad %6 %42 %44 = OpFOrdGreaterThan %29 %35 %43 %46 = OpCompositeConstruct %45 %30 %30 %44 %30 %47 = OpSelect %7 %46 %28 %27 OpStore %9 %47 %49 = OpAccessChain %41 %40 %20 %48 %50 = OpLoad %6 %49 %52 = OpLoad %7 %9 %53 = OpVectorShuffle %51 %52 %52 1 2 %54 = OpCompositeConstruct %51 %50 %50 %55 = OpFSub %51 %53 %54 %56 = OpLoad %7 %9 %57 = OpVectorShuffle %7 %56 %55 0 4 5 3 OpStore %9 %57 OpReturn OpFunctionEnd END # uniforms for variant # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 0.0 1.0 END # _GLF_uniform_int_values BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA 1 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__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