blob: a2cca84d03cfc5c22c46f28ac225de01cc3bfe49 [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 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(set = 0, binding = 0) uniform buf0
# {
# vec2 injectionSwitch;
# };
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# // Always true.
# if(mix(injectionSwitch, vec2(1), bvec2(false)).x == 0.0)
# _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: 36
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %32
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "buf0"
OpMemberName %8 0 "injectionSwitch"
OpName %10 ""
OpName %32 "_GLF_color"
OpMemberDecorate %8 0 Offset 0
OpDecorate %8 Block
OpDecorate %10 DescriptorSet 0
OpDecorate %10 Binding 0
OpDecorate %32 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypeStruct %7
%9 = OpTypePointer Uniform %8
%10 = OpVariable %9 Uniform
%11 = OpTypeInt 32 1
%12 = OpConstant %11 0
%13 = OpTypePointer Uniform %7
%16 = OpConstant %6 1
%17 = OpConstantComposite %7 %16 %16
%18 = OpTypeBool
%19 = OpTypeVector %18 2
%20 = OpConstantFalse %18
%21 = OpConstantComposite %19 %20 %20
%23 = OpTypeInt 32 0
%24 = OpConstant %23 0
%26 = OpConstant %6 0
%30 = OpTypeVector %6 4
%31 = OpTypePointer Output %30
%32 = OpVariable %31 Output
%33 = OpConstantComposite %30 %16 %26 %26 %16
%35 = OpConstantComposite %30 %26 %26 %26 %26
%4 = OpFunction %2 None %3
%5 = OpLabel
%14 = OpAccessChain %13 %10 %12
%15 = OpLoad %7 %14
%22 = OpSelect %7 %21 %17 %15
%25 = OpCompositeExtract %6 %22 0
%27 = OpFOrdEqual %18 %25 %26
OpSelectionMerge %29 None
OpBranchConditional %27 %28 %34
%28 = OpLabel
OpStore %32 %33
OpBranch %29
%34 = OpLabel
OpStore %32 %35
OpBranch %29
%29 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# injectionSwitch
BUFFER variant_injectionSwitch DATA_TYPE vec2<float> DATA
0.0 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_injectionSwitch 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