blob: e6ab9c2bd1f5ff6b95f0bd96a2001e3af8aac076 [file] [log] [blame]
#!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: A fragment shader that covers a specific constant fold code path
# 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]
#
# 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];
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# uint a = 0x77777777u;
#
# // b becomes undefined. This results in an undefined value, but not in undefined behavior.
# uint b = bitfieldExtract(a, -1, 1);
#
# uint c = a | b;
#
# // Always true.
# if ((c & a) == a)
# {
# _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: 57
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %31
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "a"
OpName %10 "b"
OpName %16 "c"
OpName %31 "_GLF_color"
OpName %34 "buf0"
OpMemberName %34 0 "_GLF_uniform_int_values"
OpName %36 ""
OpDecorate %31 Location 0
OpDecorate %33 ArrayStride 16
OpMemberDecorate %34 0 Offset 0
OpDecorate %34 Block
OpDecorate %36 DescriptorSet 0
OpDecorate %36 Binding 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeInt 32 0
%7 = OpTypePointer Function %6
%9 = OpConstant %6 2004318071
%12 = OpTypeInt 32 1
%13 = OpConstant %12 -1
%14 = OpConstant %12 1
%24 = OpTypeBool
%28 = OpTypeFloat 32
%29 = OpTypeVector %28 4
%30 = OpTypePointer Output %29
%31 = OpVariable %30 Output
%32 = OpConstant %6 2
%33 = OpTypeArray %12 %32
%34 = OpTypeStruct %33
%35 = OpTypePointer Uniform %34
%36 = OpVariable %35 Uniform
%37 = OpConstant %12 0
%38 = OpTypePointer Uniform %12
%4 = OpFunction %2 None %3
%5 = OpLabel
%8 = OpVariable %7 Function
%10 = OpVariable %7 Function
%16 = OpVariable %7 Function
OpStore %8 %9
%11 = OpLoad %6 %8
%15 = OpBitFieldUExtract %6 %11 %13 %14
OpStore %10 %15
%17 = OpLoad %6 %8
%18 = OpLoad %6 %10
%19 = OpBitwiseOr %6 %17 %18
OpStore %16 %19
%20 = OpLoad %6 %16
%21 = OpLoad %6 %8
%22 = OpBitwiseAnd %6 %20 %21
%23 = OpLoad %6 %8
%25 = OpIEqual %24 %22 %23
OpSelectionMerge %27 None
OpBranchConditional %25 %26 %52
%26 = OpLabel
%39 = OpAccessChain %38 %36 %37 %37
%40 = OpLoad %12 %39
%41 = OpConvertSToF %28 %40
%42 = OpAccessChain %38 %36 %37 %14
%43 = OpLoad %12 %42
%44 = OpConvertSToF %28 %43
%45 = OpAccessChain %38 %36 %37 %14
%46 = OpLoad %12 %45
%47 = OpConvertSToF %28 %46
%48 = OpAccessChain %38 %36 %37 %37
%49 = OpLoad %12 %48
%50 = OpConvertSToF %28 %49
%51 = OpCompositeConstruct %29 %41 %44 %47 %50
OpStore %31 %51
OpBranch %27
%52 = OpLabel
%53 = OpAccessChain %38 %36 %37 %14
%54 = OpLoad %12 %53
%55 = OpConvertSToF %28 %54
%56 = OpCompositeConstruct %29 %55 %55 %55 %55
OpStore %31 %56
OpBranch %27
%27 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# _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_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