#!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] # # 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]; # }; # # const int _GLF_global_loop_bound = 100; # int _GLF_global_loop_count = 0; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # _GLF_color = vec4(_int_1, _int_0, _int_0, _int_1); # # while (_GLF_global_loop_count < _GLF_global_loop_bound) # { # _GLF_global_loop_count++; # # // Always false. # if (!(true || _int_0 == _int_1)) # { # break; # } # } # # // This loop will not be iterated since the loop bound # // has already been reached with the previous loop. # while (_GLF_global_loop_count < _GLF_global_loop_bound) # { # _GLF_global_loop_count++; # _GLF_color = vec4(_int_0); # } # # // The output color still remains red beacuse the loop above # // was not executed. # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 10 ; Bound: 73 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %13 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %8 "_GLF_global_loop_count" OpName %13 "_GLF_color" OpName %17 "buf0" OpMemberName %17 0 "_GLF_uniform_int_values" OpName %19 "" OpDecorate %13 Location 0 OpDecorate %16 ArrayStride 16 OpMemberDecorate %17 0 Offset 0 OpDecorate %17 Block OpDecorate %19 DescriptorSet 0 OpDecorate %19 Binding 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %7 = OpTypePointer Private %6 %8 = OpVariable %7 Private %9 = OpConstant %6 0 %10 = OpTypeFloat 32 %11 = OpTypeVector %10 4 %12 = OpTypePointer Output %11 %13 = OpVariable %12 Output %14 = OpTypeInt 32 0 %15 = OpConstant %14 2 %16 = OpTypeArray %6 %15 %17 = OpTypeStruct %16 %18 = OpTypePointer Uniform %17 %19 = OpVariable %18 Uniform %20 = OpConstant %6 1 %21 = OpTypePointer Uniform %6 %41 = OpConstant %6 100 %42 = OpTypeBool %46 = OpConstantTrue %42 %4 = OpFunction %2 None %3 %5 = OpLabel OpStore %8 %9 %22 = OpAccessChain %21 %19 %9 %20 %23 = OpLoad %6 %22 %24 = OpConvertSToF %10 %23 %25 = OpAccessChain %21 %19 %9 %9 %26 = OpLoad %6 %25 %27 = OpConvertSToF %10 %26 %28 = OpAccessChain %21 %19 %9 %9 %29 = OpLoad %6 %28 %30 = OpConvertSToF %10 %29 %31 = OpAccessChain %21 %19 %9 %20 %32 = OpLoad %6 %31 %33 = OpConvertSToF %10 %32 %34 = OpCompositeConstruct %11 %24 %27 %30 %33 OpStore %13 %34 OpBranch %35 %35 = OpLabel OpLoopMerge %37 %38 None OpBranch %39 %39 = OpLabel %40 = OpLoad %6 %8 %43 = OpSLessThan %42 %40 %41 OpBranchConditional %43 %36 %37 %36 = OpLabel %44 = OpLoad %6 %8 %45 = OpIAdd %6 %44 %20 OpStore %8 %45 %47 = OpLogicalNot %42 %46 OpSelectionMerge %49 None OpBranchConditional %47 %48 %49 %48 = OpLabel %50 = OpAccessChain %21 %19 %9 %9 %51 = OpLoad %6 %50 %52 = OpAccessChain %21 %19 %9 %20 %53 = OpLoad %6 %52 %54 = OpIEqual %42 %51 %53 OpBranch %49 %49 = OpLabel %55 = OpPhi %42 %46 %36 %54 %48 %56 = OpLogicalNot %42 %55 OpSelectionMerge %58 None OpBranchConditional %56 %57 %58 %57 = OpLabel OpBranch %37 %58 = OpLabel OpBranch %38 %38 = OpLabel OpBranch %35 %37 = OpLabel OpBranch %60 %60 = OpLabel OpLoopMerge %62 %63 None OpBranch %64 %64 = OpLabel %65 = OpLoad %6 %8 %66 = OpSLessThan %42 %65 %41 OpBranchConditional %66 %61 %62 %61 = OpLabel %67 = OpLoad %6 %8 %68 = OpIAdd %6 %67 %20 OpStore %8 %68 %69 = OpAccessChain %21 %19 %9 %9 %70 = OpLoad %6 %69 %71 = OpConvertSToF %10 %70 %72 = OpCompositeConstruct %11 %71 %71 %71 %71 OpStore %13 %72 OpBranch %63 %63 = OpLabel OpBranch %60 %62 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # _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_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