#!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. # Optimized using spirv-opt with the following arguments: # '-O' # spirv-opt commit hash: a0370efd589be33d5d9a85cfde2f85841b3755af 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_1_0 _GLF_uniform_float_values[0] # # precision highp float; # precision highp int; # # // Contents of _GLF_uniform_float_values: 1.0 # layout(set = 0, binding = 0) uniform buf0 # { # float _GLF_uniform_float_values[1]; # }; # # // Contents of _GLF_uniform_int_values: [1, 0] # layout(set = 0, binding = 1) uniform buf1 # { # int _GLF_uniform_int_values[2]; # }; # # const int _GLF_global_loop_bound = 5; # int _GLF_global_loop_count = 0; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # int i = 1; # # // Loops until the global loop bound is reached. # do # { # _GLF_global_loop_count++; # # // Always true. # if(gl_FragCoord.y > 0.0) # { # float f = _float_1_0; # modf(_float_1_0, f); # i++; # } # # // During the first iteration i becomes 3, making the i != 2 below always true. # i++; # } # while(i != 2 && _GLF_global_loop_count < _GLF_global_loop_bound); # # // Always true. # if(i == 11) # { # _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: 90 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %22 %62 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %22 "gl_FragCoord" OpName %34 "f" OpName %36 "buf0" OpMemberName %36 0 "_GLF_uniform_float_values" OpName %38 "" OpName %62 "_GLF_color" OpName %65 "buf1" OpMemberName %65 0 "_GLF_uniform_int_values" OpName %67 "" OpDecorate %22 BuiltIn FragCoord OpDecorate %35 ArrayStride 16 OpMemberDecorate %36 0 Offset 0 OpDecorate %36 Block OpDecorate %38 DescriptorSet 0 OpDecorate %38 Binding 0 OpDecorate %62 Location 0 OpDecorate %64 ArrayStride 16 OpMemberDecorate %65 0 Offset 0 OpDecorate %65 Block OpDecorate %67 DescriptorSet 0 OpDecorate %67 Binding 1 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %9 = OpConstant %6 0 %12 = OpConstant %6 1 %19 = OpTypeFloat 32 %20 = OpTypeVector %19 4 %21 = OpTypePointer Input %20 %22 = OpVariable %21 Input %23 = OpTypeInt 32 0 %24 = OpConstant %23 1 %25 = OpTypePointer Input %19 %28 = OpConstant %19 0 %29 = OpTypeBool %33 = OpTypePointer Function %19 %35 = OpTypeArray %19 %24 %36 = OpTypeStruct %35 %37 = OpTypePointer Uniform %36 %38 = OpVariable %37 Uniform %39 = OpTypePointer Uniform %19 %50 = OpConstant %6 2 %53 = OpConstant %6 5 %57 = OpConstant %6 11 %61 = OpTypePointer Output %20 %62 = OpVariable %61 Output %63 = OpConstant %23 2 %64 = OpTypeArray %6 %63 %65 = OpTypeStruct %64 %66 = OpTypePointer Uniform %65 %67 = OpVariable %66 Uniform %68 = OpTypePointer Uniform %6 %4 = OpFunction %2 None %3 %5 = OpLabel %34 = OpVariable %33 Function OpBranch %13 %13 = OpLabel %88 = OpPhi %6 %12 %5 %48 %16 %87 = OpPhi %6 %9 %5 %18 %16 OpLoopMerge %15 %16 None OpBranch %14 %14 = OpLabel %18 = OpIAdd %6 %87 %12 %26 = OpAccessChain %25 %22 %24 %27 = OpLoad %19 %26 %30 = OpFOrdGreaterThan %29 %27 %28 OpSelectionMerge %32 None OpBranchConditional %30 %31 %32 %31 = OpLabel %42 = OpAccessChain %39 %38 %9 %9 %43 = OpLoad %19 %42 %44 = OpExtInst %19 %1 Modf %43 %34 %46 = OpIAdd %6 %88 %12 OpBranch %32 %32 = OpLabel %89 = OpPhi %6 %88 %14 %46 %31 %48 = OpIAdd %6 %89 %12 OpBranch %16 %16 = OpLabel %51 = OpINotEqual %29 %48 %50 %54 = OpSLessThan %29 %18 %53 %55 = OpLogicalAnd %29 %51 %54 OpBranchConditional %55 %13 %15 %15 = OpLabel %58 = OpIEqual %29 %48 %57 OpSelectionMerge %60 None OpBranchConditional %58 %59 %82 %59 = OpLabel %69 = OpAccessChain %68 %67 %9 %9 %70 = OpLoad %6 %69 %71 = OpConvertSToF %19 %70 %72 = OpAccessChain %68 %67 %9 %12 %73 = OpLoad %6 %72 %74 = OpConvertSToF %19 %73 %81 = OpCompositeConstruct %20 %71 %74 %74 %71 OpStore %62 %81 OpBranch %60 %82 = OpLabel %83 = OpAccessChain %68 %67 %9 %12 %84 = OpLoad %6 %83 %85 = OpConvertSToF %19 %84 %86 = OpCompositeConstruct %20 %85 %85 %85 %85 OpStore %62 %86 OpBranch %60 %60 = 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 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__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 32 32 EXPECT variant_framebuffer IDX 0 0 SIZE 32 32 EQ_RGBA 255 0 0 255