#!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 LLVM code paths # The test passes because the shader always writes red. # Optimized using spirv-opt with the following arguments: # '--copy-propagate-arrays' # '--eliminate-dead-inserts' # '--convert-local-access-chains' # '--private-to-local' # '--redundancy-elimination' # '--eliminate-local-multi-store' # '--eliminate-local-single-block' # '--eliminate-dead-code-aggressive' # '--copy-propagate-arrays' # '--eliminate-dead-inserts' # '--redundancy-elimination' # '--eliminate-local-single-block' # '--eliminate-local-single-store' # '--eliminate-local-single-store' # '--eliminate-dead-code-aggressive' # '--inline-entry-points-exhaustive' # '--combine-access-chains' # '--eliminate-dead-branches' # '--merge-return' # '--eliminate-local-single-block' # '--eliminate-dead-branches' # '--reduce-load-size' # '--eliminate-dead-inserts' # '--copy-propagate-arrays' # '--convert-local-access-chains' # '--vector-dce' # '--redundancy-elimination' # '--eliminate-local-multi-store' # '--redundancy-elimination' # '--eliminate-dead-inserts' # '--eliminate-dead-code-aggressive' # spirv-opt commit hash: a0370efd589be33d5d9a85cfde2f85841b3755af SHADER vertex texgen_vert PASSTHROUGH SHADER fragment texgen_frag GLSL #version 430 precision highp float; layout(location = 0) out vec4 _GLF_color; void main() { _GLF_color = vec4( floor(gl_FragCoord.x) * (1.0 / 255.0), (int(gl_FragCoord.x) ^ int(gl_FragCoord.y)) * (1.0 / 255.0), floor(gl_FragCoord.y) * (1.0 / 255.0), 1.0); } END BUFFER default_texture FORMAT B8G8R8A8_UNORM PIPELINE graphics texgen_pipeline ATTACH texgen_vert ATTACH texgen_frag FRAMEBUFFER_SIZE 256 256 BIND BUFFER default_texture AS color LOCATION 0 END CLEAR_COLOR texgen_pipeline 0 0 0 255 CLEAR texgen_pipeline RUN texgen_pipeline DRAW_RECT POS 0 0 SIZE 256 256 SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 320 es # # precision highp float; # precision highp int; # # const int _GLF_global_loop_bound = 10; # int _GLF_global_loop_count = 0; # # struct S # { # int data; # }; # # layout(set = 0, binding = 0) uniform sampler2D tex; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # int a = 1; # int b = 1; # vec4 v = vec4(1.0); # S s = S(1); # # // Iterated once. # while(v.x + 1.0 > 0.0 && s.data <= 1 && _GLF_global_loop_count < _GLF_global_loop_bound) # { # _GLF_global_loop_count++; # # // Always false. # if(b++ > 3) # { # break; # } # # // The sampled value doesn't matter because the loop will exit in any case. # v = texture(tex, vec2(1.0)); # # // This will cause the loop to exit. # s.data++; # } # # // Always true. # if (s.data == 2) # _GLF_color = vec4(float(a), 0, 0, 1); # else # _GLF_color = vec4(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: 96 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %75 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %20 "S" OpMemberName %20 0 "data" OpName %60 "tex" OpName %75 "_GLF_color" OpDecorate %60 RelaxedPrecision OpDecorate %60 DescriptorSet 0 OpDecorate %60 Binding 0 OpDecorate %61 RelaxedPrecision OpDecorate %64 RelaxedPrecision OpDecorate %75 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %9 = OpConstant %6 0 %12 = OpConstant %6 1 %14 = OpTypeFloat 32 %15 = OpTypeVector %14 4 %18 = OpConstant %14 1 %19 = OpConstantComposite %15 %18 %18 %18 %18 %20 = OpTypeStruct %6 %23 = OpConstantComposite %20 %12 %29 = OpTypeBool %36 = OpConstant %14 0 %45 = OpConstant %6 10 %52 = OpConstant %6 3 %57 = OpTypeImage %14 2D 0 0 0 1 Unknown %58 = OpTypeSampledImage %57 %59 = OpTypePointer UniformConstant %58 %60 = OpVariable %59 UniformConstant %62 = OpTypeVector %14 2 %63 = OpConstantComposite %62 %18 %18 %70 = OpConstant %6 2 %74 = OpTypePointer Output %15 %75 = OpVariable %74 Output %80 = OpConstantComposite %15 %36 %36 %36 %36 %4 = OpFunction %2 None %3 %5 = OpLabel OpBranch %24 %24 = OpLabel %95 = OpPhi %20 %23 %5 %85 %27 %94 = OpPhi %15 %19 %5 %64 %27 %90 = OpPhi %6 %12 %5 %51 %27 %88 = OpPhi %6 %9 %5 %49 %27 %93 = OpPhi %6 %12 %5 %93 %27 OpLoopMerge %26 %27 None OpBranch %28 %28 = OpLabel %34 = OpCompositeExtract %14 %94 0 %35 = OpFAdd %14 %34 %18 %37 = OpFOrdGreaterThan %29 %35 %36 OpSelectionMerge %39 None OpBranchConditional %37 %38 %39 %38 = OpLabel %41 = OpCompositeExtract %6 %95 0 %42 = OpSLessThanEqual %29 %41 %12 OpBranch %39 %39 = OpLabel %43 = OpPhi %29 %37 %28 %42 %38 %46 = OpSLessThan %29 %88 %45 %47 = OpLogicalAnd %29 %43 %46 OpBranchConditional %47 %25 %26 %25 = OpLabel %49 = OpIAdd %6 %88 %12 %51 = OpIAdd %6 %90 %12 %53 = OpSGreaterThan %29 %90 %52 OpSelectionMerge %55 None OpBranchConditional %53 %54 %55 %54 = OpLabel OpBranch %26 %55 = OpLabel %61 = OpLoad %58 %60 %64 = OpImageSampleImplicitLod %15 %61 %63 %66 = OpCompositeExtract %6 %95 0 %67 = OpIAdd %6 %66 %12 %85 = OpCompositeInsert %20 %67 %95 0 OpBranch %27 %27 = OpLabel OpBranch %24 %26 = OpLabel %69 = OpCompositeExtract %6 %95 0 %71 = OpIEqual %29 %69 %70 OpSelectionMerge %73 None OpBranchConditional %71 %72 %79 %72 = OpLabel %77 = OpConvertSToF %14 %93 %78 = OpCompositeConstruct %15 %77 %36 %36 %18 OpStore %75 %78 OpBranch %73 %79 = OpLabel OpStore %75 %80 OpBranch %73 %73 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # GLF_live1tex SAMPLER variant_GLF_live1tex 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 default_texture AS combined_image_sampler SAMPLER variant_GLF_live1tex 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