#!amber # Copyright 2022 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 _int_0 _GLF_uniform_int_values[1] # #define _float_2_0 _GLF_uniform_float_values[0] # #define _float_5_0 _GLF_uniform_float_values[1] # #define _float_0_0 _GLF_uniform_float_values[2] # # precision highp float; # precision highp int; # # // Contents of _GLF_uniform_int_values: [1, 0] # layout(set = 0, binding = 0) uniform buf0 # { # int _GLF_uniform_int_values[2]; # }; # # // Contents of _GLF_uniform_float_values: [2.0, 5.0, 0.0] # layout(set = 0, binding = 1) uniform buf1 # { # float _GLF_uniform_float_values[3]; # }; # # // Contents of three: 3 # layout(set = 0, binding = 2) uniform buf2 # { # int three; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # // f = clamp(5.0, 0.0, min(bitcount(3), bitcount(3))) = clamp(5.0, 0.0, 2.0) = 2.0 # float f = clamp(_float_5_0, _float_0_0, float(min(bitCount(three), bitCount(three)))); # # // Always true. # if(f == _float_2_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" %46 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 %24 "buf2" OpMemberName %24 0 "three" OpName %26 "" OpName %46 "_GLF_color" OpName %49 "buf0" OpMemberName %49 0 "_GLF_uniform_int_values" OpName %51 "" OpDecorate %11 ArrayStride 16 OpMemberDecorate %12 0 Offset 0 OpDecorate %12 Block OpDecorate %14 DescriptorSet 0 OpDecorate %14 Binding 1 OpMemberDecorate %24 0 Offset 0 OpDecorate %24 Block OpDecorate %26 DescriptorSet 0 OpDecorate %26 Binding 2 OpDecorate %34 RelaxedPrecision OpDecorate %46 Location 0 OpDecorate %48 ArrayStride 16 OpMemberDecorate %49 0 Offset 0 OpDecorate %49 Block OpDecorate %51 DescriptorSet 0 OpDecorate %51 Binding 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypePointer Function %6 %9 = OpTypeInt 32 0 %10 = OpConstant %9 3 %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 %21 = OpConstant %15 2 %24 = OpTypeStruct %15 %25 = OpTypePointer Uniform %24 %26 = OpVariable %25 Uniform %27 = OpTypePointer Uniform %15 %40 = OpTypeBool %44 = OpTypeVector %6 4 %45 = OpTypePointer Output %44 %46 = OpVariable %45 Output %47 = OpConstant %9 2 %48 = OpTypeArray %15 %47 %49 = OpTypeStruct %48 %50 = OpTypePointer Uniform %49 %51 = OpVariable %50 Uniform %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %19 = OpAccessChain %18 %14 %16 %17 %20 = OpLoad %6 %19 %22 = OpAccessChain %18 %14 %16 %21 %23 = OpLoad %6 %22 %28 = OpAccessChain %27 %26 %16 %29 = OpLoad %15 %28 %30 = OpBitCount %15 %29 %31 = OpAccessChain %27 %26 %16 %32 = OpLoad %15 %31 %33 = OpBitCount %15 %32 %34 = OpExtInst %15 %1 SMin %30 %33 %35 = OpConvertSToF %6 %34 %36 = OpExtInst %6 %1 FClamp %20 %23 %35 OpStore %8 %36 %37 = OpLoad %6 %8 %38 = OpAccessChain %18 %14 %16 %16 %39 = OpLoad %6 %38 %41 = OpFOrdEqual %40 %37 %39 OpSelectionMerge %43 None OpBranchConditional %41 %42 %65 %42 = OpLabel %52 = OpAccessChain %27 %51 %16 %16 %53 = OpLoad %15 %52 %54 = OpConvertSToF %6 %53 %55 = OpAccessChain %27 %51 %16 %17 %56 = OpLoad %15 %55 %57 = OpConvertSToF %6 %56 %58 = OpAccessChain %27 %51 %16 %17 %59 = OpLoad %15 %58 %60 = OpConvertSToF %6 %59 %61 = OpAccessChain %27 %51 %16 %16 %62 = OpLoad %15 %61 %63 = OpConvertSToF %6 %62 %64 = OpCompositeConstruct %44 %54 %57 %60 %63 OpStore %46 %64 OpBranch %43 %65 = OpLabel %66 = OpAccessChain %27 %51 %16 %17 %67 = OpLoad %15 %66 %68 = OpConvertSToF %6 %67 %69 = OpCompositeConstruct %44 %68 %68 %68 %68 OpStore %46 %69 OpBranch %43 %43 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # three BUFFER variant_three DATA_TYPE int32 STD140 DATA 3 END # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 2.0 5.0 0.0 END # _GLF_uniform_int_values BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA 1 0 END BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM PIPELINE graphics variant_pipeline ATTACH variant_vertex_shader ATTACH variant_fragment_shader FRAMEBUFFER_SIZE 32 32 BIND BUFFER variant_framebuffer AS color LOCATION 0 BIND BUFFER variant_three 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 32 32 EXPECT variant_framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 255 0 0 255