#!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 BRW 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_100 _GLF_uniform_int_values[0] # #define _int_0 _GLF_uniform_int_values[1] # #define _float_10_0 _GLF_uniform_float_values[0] # # precision highp int; # precision highp float; # # // Contents of _GLF_uniform_float_values: 10.0 # layout(set = 0, binding = 0) uniform buf0 # { # float _GLF_uniform_float_values[1]; # }; # // Contents of _GLF_uniform_int_values: [100, 0] # layout(set = 0, binding = 1) uniform buf1 # { # int _GLF_uniform_int_values[2]; # }; # // Contents of injectionSwitch: [0.0, 1.0] # layout(set = 0, binding = 2) uniform buf2 # { # vec2 injectionSwitch; # }; # layout(location = 0) out vec4 _GLF_color; # # void main() # { # // To hit the coverage points this value cannot # // be changed later. # _GLF_color = vec4(1, 0, 0, 1); # # for (int i = _int_0; i < _int_100; i++) # { # if (i != _int_0) # { # return; # } # } # # // Execution never reaches this point. # if (gl_FragCoord.y < _float_10_0) # { # return; # } # _GLF_color = vec4(vec3(1.0), injectionSwitch.y); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 10 ; Bound: 75 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %9 %47 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %9 "_GLF_color" OpName %15 "i" OpName %19 "buf1" OpMemberName %19 0 "_GLF_uniform_int_values" OpName %21 "" OpName %47 "gl_FragCoord" OpName %53 "buf0" OpMemberName %53 0 "_GLF_uniform_float_values" OpName %55 "" OpName %66 "buf2" OpMemberName %66 0 "injectionSwitch" OpName %68 "" OpDecorate %9 Location 0 OpDecorate %18 ArrayStride 16 OpMemberDecorate %19 0 Offset 0 OpDecorate %19 Block OpDecorate %21 DescriptorSet 0 OpDecorate %21 Binding 1 OpDecorate %47 BuiltIn FragCoord OpDecorate %52 ArrayStride 16 OpMemberDecorate %53 0 Offset 0 OpDecorate %53 Block OpDecorate %55 DescriptorSet 0 OpDecorate %55 Binding 0 OpMemberDecorate %66 0 Offset 0 OpDecorate %66 Block OpDecorate %68 DescriptorSet 0 OpDecorate %68 Binding 2 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 4 %8 = OpTypePointer Output %7 %9 = OpVariable %8 Output %10 = OpConstant %6 1 %11 = OpConstant %6 0 %12 = OpConstantComposite %7 %10 %11 %11 %10 %13 = OpTypeInt 32 1 %14 = OpTypePointer Function %13 %16 = OpTypeInt 32 0 %17 = OpConstant %16 2 %18 = OpTypeArray %13 %17 %19 = OpTypeStruct %18 %20 = OpTypePointer Uniform %19 %21 = OpVariable %20 Uniform %22 = OpConstant %13 0 %23 = OpConstant %13 1 %24 = OpTypePointer Uniform %13 %35 = OpTypeBool %46 = OpTypePointer Input %7 %47 = OpVariable %46 Input %48 = OpConstant %16 1 %49 = OpTypePointer Input %6 %52 = OpTypeArray %6 %48 %53 = OpTypeStruct %52 %54 = OpTypePointer Uniform %53 %55 = OpVariable %54 Uniform %56 = OpTypePointer Uniform %6 %63 = OpTypeVector %6 3 %64 = OpConstantComposite %63 %10 %10 %10 %65 = OpTypeVector %6 2 %66 = OpTypeStruct %65 %67 = OpTypePointer Uniform %66 %68 = OpVariable %67 Uniform %4 = OpFunction %2 None %3 %5 = OpLabel %15 = OpVariable %14 Function OpStore %9 %12 %25 = OpAccessChain %24 %21 %22 %23 %26 = OpLoad %13 %25 OpStore %15 %26 OpBranch %27 %27 = OpLabel OpLoopMerge %29 %30 None OpBranch %31 %31 = OpLabel %32 = OpLoad %13 %15 %33 = OpAccessChain %24 %21 %22 %22 %34 = OpLoad %13 %33 %36 = OpSLessThan %35 %32 %34 OpBranchConditional %36 %28 %29 %28 = OpLabel %37 = OpLoad %13 %15 %38 = OpAccessChain %24 %21 %22 %23 %39 = OpLoad %13 %38 %40 = OpINotEqual %35 %37 %39 OpSelectionMerge %42 None OpBranchConditional %40 %41 %42 %41 = OpLabel OpReturn %42 = OpLabel OpBranch %30 %30 = OpLabel %44 = OpLoad %13 %15 %45 = OpIAdd %13 %44 %23 OpStore %15 %45 OpBranch %27 %29 = OpLabel %50 = OpAccessChain %49 %47 %48 %51 = OpLoad %6 %50 %57 = OpAccessChain %56 %55 %22 %22 %58 = OpLoad %6 %57 %59 = OpFOrdLessThan %35 %51 %58 OpSelectionMerge %61 None OpBranchConditional %59 %60 %61 %60 = OpLabel OpReturn %61 = OpLabel %69 = OpAccessChain %56 %68 %22 %48 %70 = OpLoad %6 %69 %71 = OpCompositeExtract %6 %64 0 %72 = OpCompositeExtract %6 %64 1 %73 = OpCompositeExtract %6 %64 2 %74 = OpCompositeConstruct %7 %71 %72 %73 %70 OpStore %9 %74 OpReturn OpFunctionEnd END # uniforms for variant # injectionSwitch BUFFER variant_injectionSwitch DATA_TYPE vec2 STD140 DATA 0.0 1.0 END # _GLF_uniform_int_values BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA 100 0 END # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 10.0 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_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 2 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