#!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 the GraphicsFuzz project. # Short description: A fragment shader that covers a specific inst combine and or xor code path # The test passes because the shader always writes red. # Optimized using spirv-opt with the following arguments: # '-O' # spirv-opt commit hash: a187dd58a0485988841d325a85c8e6063f53500a SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # #define _int_1 _GLF_uniform_int_values[0] # #define _int_0 _GLF_uniform_int_values[1] # #define _float_0_0 _GLF_uniform_float_values[0] # #define _float_1_0 _GLF_uniform_float_values[1] # # precision highp int; # # precision highp float; # # // Contents of _GLF_uniform_float_values: [0.0, 1.0] # layout(set = 0, binding = 0) uniform buf0 # { # float _GLF_uniform_float_values[2]; # }; # # // Contents of _GLF_uniform_int_values: [1, 0] # layout(set = 0, binding = 1) uniform buf1 # { # int _GLF_uniform_int_values[2]; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # _GLF_color = vec4(_float_1_0); # # // Always true. # if (gl_FragCoord.y >= _float_0_0) # { # switch (_int_0) # { # case 16: # case 0: # _GLF_color = vec4(_int_1, _int_0, _int_0, _int_1); # } # } # # // Always false. # if (_int_0 == _int_1) # { # _GLF_color = vec4(_float_0_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: 68 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %9 %24 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %9 "_GLF_color" OpName %13 "buf0" OpMemberName %13 0 "_GLF_uniform_float_values" OpName %15 "" OpName %24 "gl_FragCoord" OpName %36 "buf1" OpMemberName %36 0 "_GLF_uniform_int_values" OpName %38 "" OpDecorate %9 Location 0 OpDecorate %12 ArrayStride 16 OpMemberDecorate %13 0 Offset 0 OpDecorate %13 Block OpDecorate %15 DescriptorSet 0 OpDecorate %15 Binding 0 OpDecorate %24 BuiltIn FragCoord OpDecorate %35 ArrayStride 16 OpMemberDecorate %36 0 Offset 0 OpDecorate %36 Block OpDecorate %38 DescriptorSet 0 OpDecorate %38 Binding 1 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 4 %8 = OpTypePointer Output %7 %9 = OpVariable %8 Output %10 = OpTypeInt 32 0 %11 = OpConstant %10 2 %12 = OpTypeArray %6 %11 %13 = OpTypeStruct %12 %14 = OpTypePointer Uniform %13 %15 = OpVariable %14 Uniform %16 = OpTypeInt 32 1 %17 = OpConstant %16 0 %18 = OpConstant %16 1 %19 = OpTypePointer Uniform %6 %23 = OpTypePointer Input %7 %24 = OpVariable %23 Input %25 = OpConstant %10 1 %26 = OpTypePointer Input %6 %31 = OpTypeBool %35 = OpTypeArray %16 %11 %36 = OpTypeStruct %35 %37 = OpTypePointer Uniform %36 %38 = OpVariable %37 Uniform %39 = OpTypePointer Uniform %16 %4 = OpFunction %2 None %3 %5 = OpLabel %20 = OpAccessChain %19 %15 %17 %18 %21 = OpLoad %6 %20 %22 = OpCompositeConstruct %7 %21 %21 %21 %21 OpStore %9 %22 %27 = OpAccessChain %26 %24 %25 %28 = OpLoad %6 %27 %29 = OpAccessChain %19 %15 %17 %17 %30 = OpLoad %6 %29 %32 = OpFOrdGreaterThanEqual %31 %28 %30 OpSelectionMerge %34 None OpBranchConditional %32 %33 %34 %33 = OpLabel %40 = OpAccessChain %39 %38 %17 %18 %41 = OpLoad %16 %40 OpSelectionMerge %43 None OpSwitch %41 %43 16 %42 0 %42 %42 = OpLabel %44 = OpAccessChain %39 %38 %17 %17 %45 = OpLoad %16 %44 %46 = OpConvertSToF %6 %45 %49 = OpConvertSToF %6 %41 %56 = OpCompositeConstruct %7 %46 %49 %49 %46 OpStore %9 %56 OpBranch %43 %43 = OpLabel OpBranch %34 %34 = OpLabel %58 = OpAccessChain %39 %38 %17 %18 %59 = OpLoad %16 %58 %60 = OpAccessChain %39 %38 %17 %17 %61 = OpLoad %16 %60 %62 = OpIEqual %31 %59 %61 OpSelectionMerge %64 None OpBranchConditional %62 %63 %64 %63 = OpLabel %67 = OpCompositeConstruct %7 %30 %30 %30 %30 OpStore %9 %67 OpBranch %64 %64 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # _GLF_uniform_int_values BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA 1 0 END # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 0.0 1.0 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__GLF_uniform_int_values AS uniform DESCRIPTOR_SET 0 BINDING 1 BIND BUFFER variant__GLF_uniform_float_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