#!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 the GraphicsFuzz project. # Short description: Covers specific X86 ISel lowering and machine value type 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 310 es # #define _int_1 _GLF_uniform_int_values[0] # #define _int_0 _GLF_uniform_int_values[1] # #define _uint_1 _GLF_uniform_uint_values[0] # #define _uint_0 _GLF_uniform_uint_values[1] # #define _float_0_0 _GLF_uniform_float_values[0] # # 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_uint_values: 1 # layout(set = 0, binding = 1) uniform buf1 # { # uint _GLF_uniform_uint_values[2]; # }; # # // Contents of _GLF_uniform_float_values: 0.0 # layout(set = 0, binding = 2) uniform buf2 # { # float _GLF_uniform_float_values[1]; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # uint a = _uint_1 >> uint(_float_0_0); # float b = uintBitsToFloat(a); # uint c = floatBitsToUint(b); # # if (c == _uint_1) # { # _GLF_color = vec4(_int_1, _int_0, _int_0, _int_1); # } # else # { # _GLF_color = vec4(b); # } # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 69 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %46 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "a" OpName %11 "buf1" OpMemberName %11 0 "_GLF_uniform_uint_values" OpName %13 "" OpName %22 "buf2" OpMemberName %22 0 "_GLF_uniform_float_values" OpName %24 "" OpName %31 "b" OpName %34 "c" OpName %46 "_GLF_color" OpName %48 "buf0" OpMemberName %48 0 "_GLF_uniform_int_values" OpName %50 "" OpDecorate %10 ArrayStride 16 OpMemberDecorate %11 0 Offset 0 OpDecorate %11 Block OpDecorate %13 DescriptorSet 0 OpDecorate %13 Binding 1 OpDecorate %21 ArrayStride 16 OpMemberDecorate %22 0 Offset 0 OpDecorate %22 Block OpDecorate %24 DescriptorSet 0 OpDecorate %24 Binding 2 OpDecorate %46 Location 0 OpDecorate %47 ArrayStride 16 OpMemberDecorate %48 0 Offset 0 OpDecorate %48 Block OpDecorate %50 DescriptorSet 0 OpDecorate %50 Binding 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 0 %7 = OpTypePointer Function %6 %9 = OpConstant %6 2 %10 = OpTypeArray %6 %9 %11 = OpTypeStruct %10 %12 = OpTypePointer Uniform %11 %13 = OpVariable %12 Uniform %14 = OpTypeInt 32 1 %15 = OpConstant %14 0 %16 = OpTypePointer Uniform %6 %19 = OpTypeFloat 32 %20 = OpConstant %6 1 %21 = OpTypeArray %19 %20 %22 = OpTypeStruct %21 %23 = OpTypePointer Uniform %22 %24 = OpVariable %23 Uniform %25 = OpTypePointer Uniform %19 %30 = OpTypePointer Function %19 %40 = OpTypeBool %44 = OpTypeVector %19 4 %45 = OpTypePointer Output %44 %46 = OpVariable %45 Output %47 = OpTypeArray %14 %9 %48 = OpTypeStruct %47 %49 = OpTypePointer Uniform %48 %50 = OpVariable %49 Uniform %51 = OpTypePointer Uniform %14 %55 = OpConstant %14 1 %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %31 = OpVariable %30 Function %34 = OpVariable %7 Function %17 = OpAccessChain %16 %13 %15 %15 %18 = OpLoad %6 %17 %26 = OpAccessChain %25 %24 %15 %15 %27 = OpLoad %19 %26 %28 = OpConvertFToU %6 %27 %29 = OpShiftRightLogical %6 %18 %28 OpStore %8 %29 %32 = OpLoad %6 %8 %33 = OpBitcast %19 %32 OpStore %31 %33 %35 = OpLoad %19 %31 %36 = OpBitcast %6 %35 OpStore %34 %36 %37 = OpLoad %6 %34 %38 = OpAccessChain %16 %13 %15 %15 %39 = OpLoad %6 %38 %41 = OpIEqual %40 %37 %39 OpSelectionMerge %43 None OpBranchConditional %41 %42 %66 %42 = OpLabel %52 = OpAccessChain %51 %50 %15 %15 %53 = OpLoad %14 %52 %54 = OpConvertSToF %19 %53 %56 = OpAccessChain %51 %50 %15 %55 %57 = OpLoad %14 %56 %58 = OpConvertSToF %19 %57 %59 = OpAccessChain %51 %50 %15 %55 %60 = OpLoad %14 %59 %61 = OpConvertSToF %19 %60 %62 = OpAccessChain %51 %50 %15 %15 %63 = OpLoad %14 %62 %64 = OpConvertSToF %19 %63 %65 = OpCompositeConstruct %44 %54 %58 %61 %64 OpStore %46 %65 OpBranch %43 %66 = OpLabel %67 = OpLoad %19 %31 %68 = OpCompositeConstruct %44 %67 %67 %67 %67 OpStore %46 %68 OpBranch %43 %43 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # _GLF_uniform_float_values BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 0.0 END # _GLF_uniform_uint_values BUFFER variant__GLF_uniform_uint_values DATA_TYPE int32[] STD140 DATA 1 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__GLF_uniform_float_values AS uniform DESCRIPTOR_SET 0 BINDING 2 BIND BUFFER variant__GLF_uniform_uint_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