#!amber # Copyright 2019 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 propagate array copy path. # The test passes because 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 # { # int zero; # }; # # struct Array { # int values[2]; # }; # # void main() # { # Array a; # a.values[zero] = 1; # Array b = a; # float one = 0.0; # // If condition is always true # if(b.values[zero] == 1) # one = 1.0; # _GLF_color = vec4(one, 0, 0, 1); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 43 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %40 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %10 "Array" OpMemberName %10 0 "values" OpName %12 "a" OpName %14 "buf0" OpMemberName %14 0 "zero" OpName %16 "" OpName %23 "b" OpName %27 "one" OpName %40 "_GLF_color" OpMemberDecorate %10 0 RelaxedPrecision OpMemberDecorate %14 0 RelaxedPrecision OpMemberDecorate %14 0 Offset 0 OpDecorate %14 Block OpDecorate %16 DescriptorSet 0 OpDecorate %16 Binding 0 OpDecorate %19 RelaxedPrecision OpDecorate %30 RelaxedPrecision OpDecorate %32 RelaxedPrecision OpDecorate %40 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %7 = OpTypeInt 32 0 %8 = OpConstant %7 2 %9 = OpTypeArray %6 %8 %10 = OpTypeStruct %9 %11 = OpTypePointer Function %10 %13 = OpConstant %6 0 %14 = OpTypeStruct %6 %15 = OpTypePointer Uniform %14 %16 = OpVariable %15 Uniform %17 = OpTypePointer Uniform %6 %20 = OpConstant %6 1 %21 = OpTypePointer Function %6 %25 = OpTypeFloat 32 %26 = OpTypePointer Function %25 %28 = OpConstant %25 0 %33 = OpTypeBool %37 = OpConstant %25 1 %38 = OpTypeVector %25 4 %39 = OpTypePointer Output %38 %40 = OpVariable %39 Output %4 = OpFunction %2 None %3 %5 = OpLabel %12 = OpVariable %11 Function %23 = OpVariable %11 Function %27 = OpVariable %26 Function %18 = OpAccessChain %17 %16 %13 %19 = OpLoad %6 %18 %22 = OpAccessChain %21 %12 %13 %19 OpStore %22 %20 %24 = OpLoad %10 %12 OpStore %23 %24 OpStore %27 %28 %29 = OpAccessChain %17 %16 %13 %30 = OpLoad %6 %29 %31 = OpAccessChain %21 %23 %13 %30 %32 = OpLoad %6 %31 %34 = OpIEqual %33 %32 %20 OpSelectionMerge %36 None OpBranchConditional %34 %35 %36 %35 = OpLabel OpStore %27 %37 OpBranch %36 %36 = OpLabel %41 = OpLoad %25 %27 %42 = OpCompositeConstruct %38 %41 %28 %28 %37 OpStore %40 %42 OpReturn OpFunctionEnd END # uniforms for variant # zero BUFFER variant_zero DATA_TYPE int32 DATA 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