#!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_1 _GLF_uniform_int_values[0] # #define _int_0 _GLF_uniform_int_values[1] # #define _float_1540_7 _GLF_uniform_float_values[0] # #define _float_2_0 _GLF_uniform_float_values[1] # #define _float_3_0 _GLF_uniform_float_values[2] # # precision highp float; # precision highp int; # # // Contents of _GLF_uniform_int_values: [1, 0] # layout(set = 0, binding = 0) uniform buf0 # { # int _GLF_uniform_int_values[2]; # }; # # // Contents of _GLF_uniform_float_values: [1540.7, 2.0, 3.0] # layout(set = 0, binding = 1) uniform buf1 # { # float _GLF_uniform_float_values[3]; # }; # # // Contents of resolution: [256.6, 256.5] # layout(set = 0, binding = 2) uniform buf2 # { # vec2 resolution; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # float f = _float_2_0 * resolution.x + _float_3_0 * round(resolution.x) + resolution.y; # # // Always true. # if(f == _float_1540_7) # { # _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: 75 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %50 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %8 "f" OpName %12 "buf1" OpMemberName %12 0 "_GLF_uniform_float_values" OpName %14 "" OpName %22 "buf2" OpMemberName %22 0 "resolution" OpName %24 "" OpName %50 "_GLF_color" OpName %53 "buf0" OpMemberName %53 0 "_GLF_uniform_int_values" OpName %55 "" OpDecorate %11 ArrayStride 16 OpMemberDecorate %12 0 Offset 0 OpDecorate %12 Block OpDecorate %14 DescriptorSet 0 OpDecorate %14 Binding 1 OpMemberDecorate %22 0 Offset 0 OpDecorate %22 Block OpDecorate %24 DescriptorSet 0 OpDecorate %24 Binding 2 OpDecorate %50 Location 0 OpDecorate %52 ArrayStride 16 OpMemberDecorate %53 0 Offset 0 OpDecorate %53 Block OpDecorate %55 DescriptorSet 0 OpDecorate %55 Binding 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypePointer Function %6 %9 = OpTypeInt 32 0 %10 = OpConstant %9 3 %11 = OpTypeArray %6 %10 %12 = OpTypeStruct %11 %13 = OpTypePointer Uniform %12 %14 = OpVariable %13 Uniform %15 = OpTypeInt 32 1 %16 = OpConstant %15 0 %17 = OpConstant %15 1 %18 = OpTypePointer Uniform %6 %21 = OpTypeVector %6 2 %22 = OpTypeStruct %21 %23 = OpTypePointer Uniform %22 %24 = OpVariable %23 Uniform %25 = OpConstant %9 0 %29 = OpConstant %15 2 %37 = OpConstant %9 1 %44 = OpTypeBool %48 = OpTypeVector %6 4 %49 = OpTypePointer Output %48 %50 = OpVariable %49 Output %51 = OpConstant %9 2 %52 = OpTypeArray %15 %51 %53 = OpTypeStruct %52 %54 = OpTypePointer Uniform %53 %55 = OpVariable %54 Uniform %56 = OpTypePointer Uniform %15 %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %19 = OpAccessChain %18 %14 %16 %17 %20 = OpLoad %6 %19 %26 = OpAccessChain %18 %24 %16 %25 %27 = OpLoad %6 %26 %28 = OpFMul %6 %20 %27 %30 = OpAccessChain %18 %14 %16 %29 %31 = OpLoad %6 %30 %32 = OpAccessChain %18 %24 %16 %25 %33 = OpLoad %6 %32 %34 = OpExtInst %6 %1 Round %33 %35 = OpFMul %6 %31 %34 %36 = OpFAdd %6 %28 %35 %38 = OpAccessChain %18 %24 %16 %37 %39 = OpLoad %6 %38 %40 = OpFAdd %6 %36 %39 OpStore %8 %40 %41 = OpLoad %6 %8 %42 = OpAccessChain %18 %14 %16 %16 %43 = OpLoad %6 %42 %45 = OpFOrdEqual %44 %41 %43 OpSelectionMerge %47 None OpBranchConditional %45 %46 %70 %46 = OpLabel %57 = OpAccessChain %56 %55 %16 %16 %58 = OpLoad %15 %57 %59 = OpConvertSToF %6 %58 %60 = OpAccessChain %56 %55 %16 %17 %61 = OpLoad %15 %60 %62 = OpConvertSToF %6 %61 %63 = OpAccessChain %56 %55 %16 %17 %64 = OpLoad %15 %63 %65 = OpConvertSToF %6 %64 %66 = OpAccessChain %56 %55 %16 %16 %67 = OpLoad %15 %66 %68 = OpConvertSToF %6 %67 %69 = OpCompositeConstruct %48 %59 %62 %65 %68 OpStore %50 %69 OpBranch %47 %70 = OpLabel %71 = OpAccessChain %56 %55 %16 %17 %72 = OpLoad %15 %71 %73 = OpConvertSToF %6 %72 %74 = OpCompositeConstruct %48 %73 %73 %73 %73 OpStore %50 %74 OpBranch %47 %47 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # resolution BUFFER variant_resolution DATA_TYPE vec2 STD140 DATA 256.6 256.5 END # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 1540.7 2.0 3.0 END # _GLF_uniform_int_values BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] 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 256 256 BIND BUFFER variant_framebuffer AS color LOCATION 0 BIND BUFFER variant_resolution AS uniform DESCRIPTOR_SET 0 BINDING 2 BIND BUFFER variant__GLF_uniform_float_values AS uniform DESCRIPTOR_SET 0 BINDING 1 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