blob: 5d427f9e4773ecabd3594ad7f475050423e6ba40 [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 inst combine and or xor 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_0 _GLF_uniform_int_values[0]
# #define _int_1 _GLF_uniform_int_values[1]
# #define _float_0_0 _GLF_uniform_float_values[0]
# #define _float_1_0 _GLF_uniform_float_values[1]
#
# precision highp float;
#
# precision highp int;
#
# // Contents of _GLF_uniform_int_values: [0, 1]
# layout(set = 0, binding = 0) uniform buf0
# {
# int _GLF_uniform_int_values[2];
# };
#
# // Contents of _GLF_uniform_float_values: [0.0, 1.0]
# layout(set = 0, binding = 1) uniform buf1
# {
# float _GLF_uniform_float_values[2];
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# float data[2];
# data[_int_0] = _float_0_0;
# data[_int_1] = _float_1_0;
# float a = data[(1 ^ (_int_1 & 2))];
# if (a == _float_1_0)
# {
# _GLF_color = vec4(_float_1_0, _float_0_0, _float_0_0, _float_1_0);
# }
# else
# {
# _GLF_color = vec4(_float_0_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: 67
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %53
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %11 "data"
OpName %14 "buf0"
OpMemberName %14 0 "_GLF_uniform_int_values"
OpName %16 ""
OpName %22 "buf1"
OpMemberName %22 0 "_GLF_uniform_float_values"
OpName %24 ""
OpName %36 "a"
OpName %53 "_GLF_color"
OpDecorate %13 ArrayStride 16
OpMemberDecorate %14 0 Offset 0
OpDecorate %14 Block
OpDecorate %16 DescriptorSet 0
OpDecorate %16 Binding 0
OpDecorate %21 ArrayStride 16
OpMemberDecorate %22 0 Offset 0
OpDecorate %22 Block
OpDecorate %24 DescriptorSet 0
OpDecorate %24 Binding 1
OpDecorate %53 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeInt 32 0
%8 = OpConstant %7 2
%9 = OpTypeArray %6 %8
%10 = OpTypePointer Function %9
%12 = OpTypeInt 32 1
%13 = OpTypeArray %12 %8
%14 = OpTypeStruct %13
%15 = OpTypePointer Uniform %14
%16 = OpVariable %15 Uniform
%17 = OpConstant %12 0
%18 = OpTypePointer Uniform %12
%21 = OpTypeArray %6 %8
%22 = OpTypeStruct %21
%23 = OpTypePointer Uniform %22
%24 = OpVariable %23 Uniform
%25 = OpTypePointer Uniform %6
%28 = OpTypePointer Function %6
%30 = OpConstant %12 1
%39 = OpConstant %12 2
%47 = OpTypeBool
%51 = OpTypeVector %6 4
%52 = OpTypePointer Output %51
%53 = OpVariable %52 Output
%4 = OpFunction %2 None %3
%5 = OpLabel
%11 = OpVariable %10 Function
%36 = OpVariable %28 Function
%19 = OpAccessChain %18 %16 %17 %17
%20 = OpLoad %12 %19
%26 = OpAccessChain %25 %24 %17 %17
%27 = OpLoad %6 %26
%29 = OpAccessChain %28 %11 %20
OpStore %29 %27
%31 = OpAccessChain %18 %16 %17 %30
%32 = OpLoad %12 %31
%33 = OpAccessChain %25 %24 %17 %30
%34 = OpLoad %6 %33
%35 = OpAccessChain %28 %11 %32
OpStore %35 %34
%37 = OpAccessChain %18 %16 %17 %30
%38 = OpLoad %12 %37
%40 = OpBitwiseAnd %12 %38 %39
%41 = OpBitwiseXor %12 %30 %40
%42 = OpAccessChain %28 %11 %41
%43 = OpLoad %6 %42
OpStore %36 %43
%44 = OpLoad %6 %36
%45 = OpAccessChain %25 %24 %17 %30
%46 = OpLoad %6 %45
%48 = OpFOrdEqual %47 %44 %46
OpSelectionMerge %50 None
OpBranchConditional %48 %49 %63
%49 = OpLabel
%54 = OpAccessChain %25 %24 %17 %30
%55 = OpLoad %6 %54
%56 = OpAccessChain %25 %24 %17 %17
%57 = OpLoad %6 %56
%58 = OpAccessChain %25 %24 %17 %17
%59 = OpLoad %6 %58
%60 = OpAccessChain %25 %24 %17 %30
%61 = OpLoad %6 %60
%62 = OpCompositeConstruct %51 %55 %57 %59 %61
OpStore %53 %62
OpBranch %50
%63 = OpLabel
%64 = OpAccessChain %25 %24 %17 %17
%65 = OpLoad %6 %64
%66 = OpCompositeConstruct %51 %65 %65 %65 %65
OpStore %53 %66
OpBranch %50
%50 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# _GLF_uniform_float_values
BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
0.0 1.0
END
# _GLF_uniform_int_values
BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA
0 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__GLF_uniform_float_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