#!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. # Optimized using spirv-opt with the following arguments: # '-O' # 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 _int_5 _GLF_uniform_int_values[2] # #define _int_3 _GLF_uniform_int_values[3] # # precision highp float; # precision highp int; # # // Contents of _GLF_uniform_int_values: [1, 0, 5, 3] # layout(set = 0, binding = 0) uniform buf0 # { # int _GLF_uniform_int_values[4]; # }; # # const int _GLF_global_loop_bound = 10; # int _GLF_global_loop_count = 0; # # // Contents of injectionSwitch: [0.0, 1.0] # layout(set = 0, binding = 1) uniform buf1 # { # highp vec2 injectionSwitch; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # int a = _int_0; # # // Iterated three times. # while(_GLF_global_loop_count < _GLF_global_loop_bound) # { # a++; # # // Iterated four times. # for(int i = clamp(ivec2(1, int(injectionSwitch.y)), ivec2(0), ivec2(_int_1)).x; i < _int_5; i++) # { # _GLF_global_loop_count++; # } # } # # // Always true. # if(a == _int_3) # { # _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: 102 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %76 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %15 "buf0" OpMemberName %15 0 "_GLF_uniform_int_values" OpName %17 "" OpName %76 "_GLF_color" OpDecorate %14 ArrayStride 16 OpMemberDecorate %15 0 Offset 0 OpDecorate %15 Block OpDecorate %17 DescriptorSet 0 OpDecorate %17 Binding 0 OpDecorate %76 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %9 = OpConstant %6 0 %12 = OpTypeInt 32 0 %13 = OpConstant %12 4 %14 = OpTypeArray %6 %13 %15 = OpTypeStruct %14 %16 = OpTypePointer Uniform %15 %17 = OpVariable %16 Uniform %18 = OpConstant %6 1 %19 = OpTypePointer Uniform %6 %28 = OpConstant %6 10 %29 = OpTypeBool %34 = OpTypeFloat 32 %44 = OpTypeVector %6 2 %46 = OpConstantComposite %44 %9 %9 %59 = OpConstant %6 2 %68 = OpConstant %6 3 %74 = OpTypeVector %34 4 %75 = OpTypePointer Output %74 %76 = OpVariable %75 Output %101 = OpUndef %6 %4 = OpFunction %2 None %3 %5 = OpLabel %20 = OpAccessChain %19 %17 %9 %18 %21 = OpLoad %6 %20 OpBranch %22 %22 = OpLabel %96 = OpPhi %6 %21 %5 %32 %25 %95 = OpPhi %6 %9 %5 %98 %25 %30 = OpSLessThan %29 %95 %28 OpLoopMerge %24 %25 None OpBranchConditional %30 %23 %24 %23 = OpLabel %32 = OpIAdd %6 %96 %18 %45 = OpCompositeConstruct %44 %18 %101 %47 = OpAccessChain %19 %17 %9 %9 %48 = OpLoad %6 %47 %49 = OpCompositeConstruct %44 %48 %48 %50 = OpExtInst %44 %1 SClamp %45 %46 %49 %52 = OpCompositeExtract %6 %50 0 OpBranch %53 %53 = OpLabel %98 = OpPhi %6 %95 %23 %64 %54 %97 = OpPhi %6 %52 %23 %66 %54 %60 = OpAccessChain %19 %17 %9 %59 %61 = OpLoad %6 %60 %62 = OpSLessThan %29 %97 %61 OpLoopMerge %55 %54 None OpBranchConditional %62 %54 %55 %54 = OpLabel %64 = OpIAdd %6 %98 %18 %66 = OpIAdd %6 %97 %18 OpBranch %53 %55 = OpLabel OpBranch %25 %25 = OpLabel OpBranch %22 %24 = OpLabel %69 = OpAccessChain %19 %17 %9 %68 %70 = OpLoad %6 %69 %71 = OpIEqual %29 %96 %70 OpSelectionMerge %73 None OpBranchConditional %71 %72 %90 %72 = OpLabel %77 = OpAccessChain %19 %17 %9 %9 %78 = OpLoad %6 %77 %79 = OpConvertSToF %34 %78 %82 = OpConvertSToF %34 %21 %89 = OpCompositeConstruct %74 %79 %82 %82 %79 OpStore %76 %89 OpBranch %73 %90 = OpLabel %93 = OpConvertSToF %34 %21 %94 = OpCompositeConstruct %74 %93 %93 %93 %93 OpStore %76 %94 OpBranch %73 %73 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # injectionSwitch BUFFER variant_injectionSwitch DATA_TYPE vec2 STD140 DATA 0.0 1.0 END # _GLF_uniform_int_values BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA 1 0 5 3 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 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