blob: 8fe1dbfe4ed6e42a4929c4d2f323367de24b2ccb [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(location = 0) out vec4 _GLF_color;
# layout(set = 0, binding = 0) uniform buf0
# {
# vec2 zeroOne;
# };
#
# void main()
# {
# // Since zeroOne is (0, 1) the results will be (2, 5).
# vec2 v = mix(vec2(2, 3), vec2(4, 5), zeroOne);
# float d = distance(v, vec2(2, 5));
#
# if (d < 0.1)
# _GLF_color = vec4(v.x - 1.0, v.y - 5.0, 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: 53
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %38
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "v"
OpName %16 "buf0"
OpMemberName %16 0 "zeroOne"
OpName %18 ""
OpName %26 "d"
OpName %38 "_GLF_color"
OpMemberDecorate %16 0 Offset 0
OpDecorate %16 Block
OpDecorate %18 DescriptorSet 0
OpDecorate %18 Binding 0
OpDecorate %38 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Function %7
%10 = OpConstant %6 2
%11 = OpConstant %6 3
%12 = OpConstantComposite %7 %10 %11
%13 = OpConstant %6 4
%14 = OpConstant %6 5
%15 = OpConstantComposite %7 %13 %14
%16 = OpTypeStruct %7
%17 = OpTypePointer Uniform %16
%18 = OpVariable %17 Uniform
%19 = OpTypeInt 32 1
%20 = OpConstant %19 0
%21 = OpTypePointer Uniform %7
%25 = OpTypePointer Function %6
%28 = OpConstantComposite %7 %10 %14
%31 = OpConstant %6 0.100000001
%32 = OpTypeBool
%36 = OpTypeVector %6 4
%37 = OpTypePointer Output %36
%38 = OpVariable %37 Output
%39 = OpTypeInt 32 0
%40 = OpConstant %39 0
%43 = OpConstant %6 1
%45 = OpConstant %39 1
%49 = OpConstant %6 0
%52 = OpConstantComposite %36 %49 %49 %49 %49
%4 = OpFunction %2 None %3
%5 = OpLabel
%9 = OpVariable %8 Function
%26 = OpVariable %25 Function
%22 = OpAccessChain %21 %18 %20
%23 = OpLoad %7 %22
%24 = OpExtInst %7 %1 FMix %12 %15 %23
OpStore %9 %24
%27 = OpLoad %7 %9
%29 = OpExtInst %6 %1 Distance %27 %28
OpStore %26 %29
%30 = OpLoad %6 %26
%33 = OpFOrdLessThan %32 %30 %31
OpSelectionMerge %35 None
OpBranchConditional %33 %34 %51
%34 = OpLabel
%41 = OpAccessChain %25 %9 %40
%42 = OpLoad %6 %41
%44 = OpFSub %6 %42 %43
%46 = OpAccessChain %25 %9 %45
%47 = OpLoad %6 %46
%48 = OpFSub %6 %47 %14
%50 = OpCompositeConstruct %36 %44 %48 %49 %43
OpStore %38 %50
OpBranch %35
%51 = OpLabel
OpStore %38 %52
OpBranch %35
%35 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# zeroOne
BUFFER variant_zeroOne 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_zeroOne 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