+++ /dev/null
-#!amber
-
-# Copyright 2019 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 instruction folding 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
-# {
-# int one;
-# };
-#
-# void main()
-# {
-# // division by zero results are undefined.
-# int tmp = one / 0;
-# if (tmp == 0)
-# _GLF_color = vec4(1, tmp, 0, 1);
-# else
-# _GLF_color = vec4(1, 0, 0, 1);
-# }
-SHADER fragment variant_fragment_shader SPIRV-ASM
-; SPIR-V
-; Version: 1.0
-; Generator: Khronos Glslang Reference Front End; 8
-; Bound: 33
-; Schema: 0
- OpCapability Shader
- %1 = OpExtInstImport "GLSL.std.450"
- OpMemoryModel Logical GLSL450
- OpEntryPoint Fragment %4 "main" %25
- OpExecutionMode %4 OriginUpperLeft
- OpSource ESSL 310
- OpName %4 "main"
- OpName %8 "tmp"
- OpName %9 "buf0"
- OpMemberName %9 0 "one"
- OpName %11 ""
- OpName %25 "_GLF_color"
- OpDecorate %8 RelaxedPrecision
- OpMemberDecorate %9 0 RelaxedPrecision
- OpMemberDecorate %9 0 Offset 0
- OpDecorate %9 Block
- OpDecorate %11 DescriptorSet 0
- OpDecorate %11 Binding 0
- OpDecorate %15 RelaxedPrecision
- OpDecorate %16 RelaxedPrecision
- OpDecorate %17 RelaxedPrecision
- OpDecorate %25 Location 0
- OpDecorate %27 RelaxedPrecision
- %2 = OpTypeVoid
- %3 = OpTypeFunction %2
- %6 = OpTypeInt 32 1
- %7 = OpTypePointer Function %6
- %9 = OpTypeStruct %6
- %10 = OpTypePointer Uniform %9
- %11 = OpVariable %10 Uniform
- %12 = OpConstant %6 0
- %13 = OpTypePointer Uniform %6
- %18 = OpTypeBool
- %22 = OpTypeFloat 32
- %23 = OpTypeVector %22 4
- %24 = OpTypePointer Output %23
- %25 = OpVariable %24 Output
- %26 = OpConstant %22 1
- %29 = OpConstant %22 0
- %32 = OpConstantComposite %23 %26 %29 %29 %26
- %4 = OpFunction %2 None %3
- %5 = OpLabel
- %8 = OpVariable %7 Function
- %14 = OpAccessChain %13 %11 %12
- %15 = OpLoad %6 %14
- %16 = OpSDiv %6 %15 %12
- OpStore %8 %16
- %17 = OpLoad %6 %8
- %19 = OpIEqual %18 %17 %12
- OpSelectionMerge %21 None
- OpBranchConditional %19 %20 %31
- %20 = OpLabel
- %27 = OpLoad %6 %8
- %28 = OpConvertSToF %22 %27
- %30 = OpCompositeConstruct %23 %26 %28 %29 %26
- OpStore %25 %30
- OpBranch %21
- %31 = OpLabel
- OpStore %25 %32
- OpBranch %21
- %21 = OpLabel
- OpReturn
- OpFunctionEnd
-END
-
-# uniforms for variant
-
-# one
-BUFFER variant_one DATA_TYPE int32 DATA
- 1
-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_one 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
{ "cov-fold-bitwise-and-zero.amber", "cov-fold-bitwise-and-zero", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-bitwise-or-full-mask.amber", "cov-fold-bitwise-or-full-mask", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-bitwise-xor.amber", "cov-fold-bitwise-xor", "A fragment shader that covers a specific instruction folding path." },
-{ "cov-fold-div-uniform-by-zero.amber", "cov-fold-div-uniform-by-zero", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-logical-and-const-variable.amber", "cov-fold-logical-and-const-variable", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-logical-and-constant.amber", "cov-fold-logical-and-constant", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-logical-or-constant.amber", "cov-fold-logical-or-constant", "A fragment shader that covers a specific instruction folding path." },