#!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 GraphicsFuzz. # Short description: A fragment shader that covers a specific target lowering code path. # The test passes because shader always writes red. SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # precision highp float; # # layout(location = 0) out vec4 _GLF_color; # layout(set = 0, binding = 0) uniform buf0 # { # float two; # }; # # void main() # { # float a = dFdx(cos(gl_FragCoord.x)); # # // The weight value doesn't matter since two equals 2. # float b = mix(2.0, two, a); # # // Always true. # if (b >= 1.9 && b <= 2.1) # _GLF_color = vec4(1, 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; 8 ; Bound: 48 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %11 %42 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "a" OpName %11 "gl_FragCoord" OpName %19 "b" OpName %21 "buf0" OpMemberName %21 0 "two" OpName %23 "" OpName %42 "_GLF_color" OpDecorate %11 BuiltIn FragCoord OpMemberDecorate %21 0 Offset 0 OpDecorate %21 Block OpDecorate %23 DescriptorSet 0 OpDecorate %23 Binding 0 OpDecorate %42 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypePointer Function %6 %9 = OpTypeVector %6 4 %10 = OpTypePointer Input %9 %11 = OpVariable %10 Input %12 = OpTypeInt 32 0 %13 = OpConstant %12 0 %14 = OpTypePointer Input %6 %20 = OpConstant %6 2 %21 = OpTypeStruct %6 %22 = OpTypePointer Uniform %21 %23 = OpVariable %22 Uniform %24 = OpTypeInt 32 1 %25 = OpConstant %24 0 %26 = OpTypePointer Uniform %6 %32 = OpConstant %6 1.89999998 %33 = OpTypeBool %36 = OpConstant %6 2.0999999 %41 = OpTypePointer Output %9 %42 = OpVariable %41 Output %43 = OpConstant %6 1 %44 = OpConstant %6 0 %45 = OpConstantComposite %9 %43 %44 %44 %43 %47 = OpConstantComposite %9 %44 %44 %44 %44 %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %19 = OpVariable %7 Function %15 = OpAccessChain %14 %11 %13 %16 = OpLoad %6 %15 %17 = OpExtInst %6 %1 Cos %16 %18 = OpDPdx %6 %17 OpStore %8 %18 %27 = OpAccessChain %26 %23 %25 %28 = OpLoad %6 %27 %29 = OpLoad %6 %8 %30 = OpExtInst %6 %1 FMix %20 %28 %29 OpStore %19 %30 %31 = OpLoad %6 %19 %34 = OpFOrdGreaterThanEqual %33 %31 %32 %35 = OpLoad %6 %19 %37 = OpFOrdLessThanEqual %33 %35 %36 %38 = OpLogicalAnd %33 %34 %37 OpSelectionMerge %40 None OpBranchConditional %38 %39 %46 %39 = OpLabel OpStore %42 %45 OpBranch %40 %46 = OpLabel OpStore %42 %47 OpBranch %40 %40 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # two BUFFER variant_two DATA_TYPE float DATA 2.0 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_two 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