#!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_0 _GLF_uniform_int_values[0] # #define _int_1 _GLF_uniform_int_values[1] # #define _float_0_0 _GLF_uniform_float_values[0] # #define _float_1_0 _GLF_uniform_float_values[1] # # precision highp float; # precision highp int; # # // Contents of _GLF_uniform_int_values: [0, 1] # layout(set = 0, binding = 0) uniform buf0 # { # int _GLF_uniform_int_values[2]; # }; # # // 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; # # // Contents of zero: 0 # layout(set = 0, binding = 2) uniform buf2 # { # int zero; # }; # # void main() # { # // Results are undefined. # float f = pow(- _float_1_0, sinh(1.0)); # # // The value of f doesn't matter because the right side is always true. # if(f == _float_0_0 || zero == _int_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: 70 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %51 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %8 "f" OpName %12 "buf1" OpMemberName %12 0 "_GLF_uniform_float_values" OpName %14 "" OpName %33 "buf2" OpMemberName %33 0 "zero" OpName %35 "" OpName %40 "buf0" OpMemberName %40 0 "_GLF_uniform_int_values" OpName %42 "" OpName %51 "_GLF_color" OpDecorate %11 ArrayStride 16 OpMemberDecorate %12 0 Offset 0 OpDecorate %12 Block OpDecorate %14 DescriptorSet 0 OpDecorate %14 Binding 1 OpMemberDecorate %33 0 Offset 0 OpDecorate %33 Block OpDecorate %35 DescriptorSet 0 OpDecorate %35 Binding 2 OpDecorate %39 ArrayStride 16 OpMemberDecorate %40 0 Offset 0 OpDecorate %40 Block OpDecorate %42 DescriptorSet 0 OpDecorate %42 Binding 0 OpDecorate %51 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypePointer Function %6 %9 = OpTypeInt 32 0 %10 = OpConstant %9 2 %11 = OpTypeArray %6 %10 %12 = OpTypeStruct %11 %13 = OpTypePointer Uniform %12 %14 = OpVariable %13 Uniform %15 = OpTypeInt 32 1 %16 = OpConstant %15 0 %17 = OpConstant %15 1 %18 = OpTypePointer Uniform %6 %22 = OpConstant %6 1 %25 = OpTypeBool %33 = OpTypeStruct %15 %34 = OpTypePointer Uniform %33 %35 = OpVariable %34 Uniform %36 = OpTypePointer Uniform %15 %39 = OpTypeArray %15 %10 %40 = OpTypeStruct %39 %41 = OpTypePointer Uniform %40 %42 = OpVariable %41 Uniform %49 = OpTypeVector %6 4 %50 = OpTypePointer Output %49 %51 = OpVariable %50 Output %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %19 = OpAccessChain %18 %14 %16 %17 %20 = OpLoad %6 %19 %21 = OpFNegate %6 %20 %23 = OpExtInst %6 %1 Sinh %22 %24 = OpExtInst %6 %1 Pow %21 %23 OpStore %8 %24 %26 = OpLoad %6 %8 %27 = OpAccessChain %18 %14 %16 %16 %28 = OpLoad %6 %27 %29 = OpFOrdEqual %25 %26 %28 %30 = OpLogicalNot %25 %29 OpSelectionMerge %32 None OpBranchConditional %30 %31 %32 %31 = OpLabel %37 = OpAccessChain %36 %35 %16 %38 = OpLoad %15 %37 %43 = OpAccessChain %36 %42 %16 %16 %44 = OpLoad %15 %43 %45 = OpIEqual %25 %38 %44 OpBranch %32 %32 = OpLabel %46 = OpPhi %25 %29 %5 %45 %31 OpSelectionMerge %48 None OpBranchConditional %46 %47 %65 %47 = OpLabel %52 = OpAccessChain %36 %42 %16 %17 %53 = OpLoad %15 %52 %54 = OpConvertSToF %6 %53 %55 = OpAccessChain %36 %42 %16 %16 %56 = OpLoad %15 %55 %57 = OpConvertSToF %6 %56 %58 = OpAccessChain %36 %42 %16 %16 %59 = OpLoad %15 %58 %60 = OpConvertSToF %6 %59 %61 = OpAccessChain %36 %42 %16 %17 %62 = OpLoad %15 %61 %63 = OpConvertSToF %6 %62 %64 = OpCompositeConstruct %49 %54 %57 %60 %63 OpStore %51 %64 OpBranch %48 %65 = OpLabel %66 = OpAccessChain %36 %42 %16 %16 %67 = OpLoad %15 %66 %68 = OpConvertSToF %6 %67 %69 = OpCompositeConstruct %49 %68 %68 %68 %68 OpStore %51 %69 OpBranch %48 %48 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # zero BUFFER variant_zero DATA_TYPE int32 STD140 DATA 0 END # _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 0 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_zero 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