#!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 instruction simplification code path # 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 310 es # precision highp float; # # layout(location = 0) out vec4 _GLF_color; # layout(set = 0, binding = 0) uniform buf0 # { # float zero; # }; # # void main() # { # float f = gl_FragCoord.x; # # // (1.0 / 0.0) -> Inf. # // (Inf * 0.0) -> Nan. # // So: f += Nan. # f += (1.0 / 0.0) * 0.0; # # // Doesn't matter if this is executed or not. # if (5.0 / f == 0.0) # f += 1.0; # # if (isnan(f) || f != zero) # f = 0.0; # # // Always true. # if (f == 0.0) # _GLF_color = vec4(1, 0, 0, 1); # else # _GLF_color = vec4(0); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 58 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %11 %54 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "f" OpName %11 "gl_FragCoord" OpName %37 "buf0" OpMemberName %37 0 "zero" OpName %39 "" OpName %54 "_GLF_color" OpDecorate %11 BuiltIn FragCoord OpMemberDecorate %37 0 Offset 0 OpDecorate %37 Block OpDecorate %39 DescriptorSet 0 OpDecorate %39 Binding 0 OpDecorate %54 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypePointer Function %6 %9 = OpTypeVector %6 4 %10 = OpTypePointer Input %9 %11 = OpVariable %10 Input %12 = OpTypeInt 32 0 %13 = OpConstant %12 0 %14 = OpTypePointer Input %6 %17 = OpConstant %6 -0x1.8p+128 %20 = OpConstant %6 5 %23 = OpConstant %6 0 %24 = OpTypeBool %28 = OpConstant %6 1 %37 = OpTypeStruct %6 %38 = OpTypePointer Uniform %37 %39 = OpVariable %38 Uniform %40 = OpTypeInt 32 1 %41 = OpConstant %40 0 %42 = OpTypePointer Uniform %6 %53 = OpTypePointer Output %9 %54 = OpVariable %53 Output %55 = OpConstantComposite %9 %28 %23 %23 %28 %57 = OpConstantComposite %9 %23 %23 %23 %23 %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %15 = OpAccessChain %14 %11 %13 %16 = OpLoad %6 %15 OpStore %8 %16 %18 = OpLoad %6 %8 %19 = OpFAdd %6 %18 %17 OpStore %8 %19 %21 = OpLoad %6 %8 %22 = OpFDiv %6 %20 %21 %25 = OpFOrdEqual %24 %22 %23 OpSelectionMerge %27 None OpBranchConditional %25 %26 %27 %26 = OpLabel %29 = OpLoad %6 %8 %30 = OpFAdd %6 %29 %28 OpStore %8 %30 OpBranch %27 %27 = OpLabel %31 = OpLoad %6 %8 %32 = OpIsNan %24 %31 %33 = OpLogicalNot %24 %32 OpSelectionMerge %35 None OpBranchConditional %33 %34 %35 %34 = OpLabel %36 = OpLoad %6 %8 %43 = OpAccessChain %42 %39 %41 %44 = OpLoad %6 %43 %45 = OpFOrdNotEqual %24 %36 %44 OpBranch %35 %35 = OpLabel %46 = OpPhi %24 %32 %27 %45 %34 OpSelectionMerge %48 None OpBranchConditional %46 %47 %48 %47 = OpLabel OpStore %8 %23 OpBranch %48 %48 = OpLabel %49 = OpLoad %6 %8 %50 = OpFOrdEqual %24 %49 %23 OpSelectionMerge %52 None OpBranchConditional %50 %51 %56 %51 = OpLabel OpStore %54 %55 OpBranch %52 %56 = OpLabel OpStore %54 %57 OpBranch %52 %52 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # zero BUFFER variant_zero DATA_TYPE float DATA 0.0 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 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