#!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 NIR 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_4 _GLF_uniform_float_values[0] # #define _float_1_0 _GLF_uniform_float_values[1] # #define _float_256_0 _GLF_uniform_float_values[2] # # precision highp int; # precision highp float; # # // 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: [0.4, 1.0, 256.0] # layout(set = 0, binding = 1) uniform buf1 # { # float _GLF_uniform_float_values[3]; # }; # layout(location = 0) out vec4 _GLF_color; # # void main() # { # // Always false. # if(gl_FragCoord.y < _float_0_4) # { # _GLF_color = vec4(_int_0); # } # else # { # // gl_FragCoord has the decimal part of 0.5. If we name the integer part # // of gl_FragCoord (X, Y) it can be expressed as (X + 0.5, Y + 0.5). # // # // The value of v is calculated as follows: # // v = ((X + 0.5, Y + 0.5) - (1.0, 0.4)) * 256 # // = (X - 1 + 0.5, Y + 0.5 - 0.4) * 256 # // = (X - 0.5, Y + 0.1) * 256 # // = (X * 256 - 128, Y * 256 + 25.6) # // # // X * 256 is always an even number, and substracting 128 still keeps it even. # // Y * 256 is always and even number, but adding 25.6 (and converting to an integer) # // makes it always odd. # ivec2 v = ivec2((gl_FragCoord.xy - vec2(_float_1_0, _float_0_4)) * _float_256_0); # # // v.x is even and v.y is odd. We substract one from v.y making it even too. # // Doing a bitwise AND with an even number always resuls in zero. # _GLF_color = vec4(_float_1_0, (v.y - _int_1) & _int_1, v.x & _int_1, _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: 82 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %9 %30 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %9 "gl_FragCoord" OpName %17 "buf1" OpMemberName %17 0 "_GLF_uniform_float_values" OpName %19 "" OpName %30 "_GLF_color" OpName %33 "buf0" OpMemberName %33 0 "_GLF_uniform_int_values" OpName %35 "" OpName %44 "v" OpDecorate %9 BuiltIn FragCoord OpDecorate %16 ArrayStride 16 OpMemberDecorate %17 0 Offset 0 OpDecorate %17 Block OpDecorate %19 DescriptorSet 0 OpDecorate %19 Binding 1 OpDecorate %30 Location 0 OpDecorate %32 ArrayStride 16 OpMemberDecorate %33 0 Offset 0 OpDecorate %33 Block OpDecorate %35 DescriptorSet 0 OpDecorate %35 Binding 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 4 %8 = OpTypePointer Input %7 %9 = OpVariable %8 Input %10 = OpTypeInt 32 0 %11 = OpConstant %10 1 %12 = OpTypePointer Input %6 %15 = OpConstant %10 3 %16 = OpTypeArray %6 %15 %17 = OpTypeStruct %16 %18 = OpTypePointer Uniform %17 %19 = OpVariable %18 Uniform %20 = OpTypeInt 32 1 %21 = OpConstant %20 0 %22 = OpTypePointer Uniform %6 %25 = OpTypeBool %29 = OpTypePointer Output %7 %30 = OpVariable %29 Output %31 = OpConstant %10 2 %32 = OpTypeArray %20 %31 %33 = OpTypeStruct %32 %34 = OpTypePointer Uniform %33 %35 = OpVariable %34 Uniform %36 = OpTypePointer Uniform %20 %42 = OpTypeVector %20 2 %43 = OpTypePointer Function %42 %45 = OpTypeVector %6 2 %48 = OpConstant %20 1 %55 = OpConstant %20 2 %62 = OpTypePointer Function %20 %72 = OpConstant %10 0 %4 = OpFunction %2 None %3 %5 = OpLabel %44 = OpVariable %43 Function %13 = OpAccessChain %12 %9 %11 %14 = OpLoad %6 %13 %23 = OpAccessChain %22 %19 %21 %21 %24 = OpLoad %6 %23 %26 = OpFOrdLessThan %25 %14 %24 OpSelectionMerge %28 None OpBranchConditional %26 %27 %41 %27 = OpLabel %37 = OpAccessChain %36 %35 %21 %21 %38 = OpLoad %20 %37 %39 = OpConvertSToF %6 %38 %40 = OpCompositeConstruct %7 %39 %39 %39 %39 OpStore %30 %40 OpBranch %28 %41 = OpLabel %46 = OpLoad %7 %9 %47 = OpVectorShuffle %45 %46 %46 0 1 %49 = OpAccessChain %22 %19 %21 %48 %50 = OpLoad %6 %49 %51 = OpAccessChain %22 %19 %21 %21 %52 = OpLoad %6 %51 %53 = OpCompositeConstruct %45 %50 %52 %54 = OpFSub %45 %47 %53 %56 = OpAccessChain %22 %19 %21 %55 %57 = OpLoad %6 %56 %58 = OpVectorTimesScalar %45 %54 %57 %59 = OpConvertFToS %42 %58 OpStore %44 %59 %60 = OpAccessChain %22 %19 %21 %48 %61 = OpLoad %6 %60 %63 = OpAccessChain %62 %44 %11 %64 = OpLoad %20 %63 %65 = OpAccessChain %36 %35 %21 %48 %66 = OpLoad %20 %65 %67 = OpISub %20 %64 %66 %68 = OpAccessChain %36 %35 %21 %48 %69 = OpLoad %20 %68 %70 = OpBitwiseAnd %20 %67 %69 %71 = OpConvertSToF %6 %70 %73 = OpAccessChain %62 %44 %72 %74 = OpLoad %20 %73 %75 = OpAccessChain %36 %35 %21 %48 %76 = OpLoad %20 %75 %77 = OpBitwiseAnd %20 %74 %76 %78 = OpConvertSToF %6 %77 %79 = OpAccessChain %22 %19 %21 %48 %80 = OpLoad %6 %79 %81 = OpCompositeConstruct %7 %61 %71 %78 %80 OpStore %30 %81 OpBranch %28 %28 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 0.4 1.0 256.0 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__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