blob: 890ee6f6c9615a43ea1bc16e4c94fec042a4ad27 [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 specific constant fold and selection dag code paths
# 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 _float_1_0 _GLF_uniform_float_values[0]
# #define _float_0_0 _GLF_uniform_float_values[1]
#
# precision highp float;
#
# // Contents of _GLF_uniform_float_values: [1.0, 0.0]
# layout(set = 0, binding = 0) uniform buf0
# {
# float _GLF_uniform_float_values[2];
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# float a = -1.0;
# float b = 1.7;
#
# // c becomes undefined since a < 0. This results in an undefined value, but not in undefined behavior.
# float c = pow(a, b);
#
# _GLF_color = vec4(c);
#
# if (a == -1.0 && b == 1.7)
# {
# _GLF_color = vec4(_float_1_0, _float_0_0, _float_0_0, _float_1_0);
# }
# else
# {
# _GLF_color = vec4(_float_1_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: 52
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %18
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "a"
OpName %10 "b"
OpName %12 "c"
OpName %18 "_GLF_color"
OpName %32 "buf0"
OpMemberName %32 0 "_GLF_uniform_float_values"
OpName %34 ""
OpDecorate %18 Location 0
OpDecorate %31 ArrayStride 16
OpMemberDecorate %32 0 Offset 0
OpDecorate %32 Block
OpDecorate %34 DescriptorSet 0
OpDecorate %34 Binding 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypePointer Function %6
%9 = OpConstant %6 -1
%11 = OpConstant %6 1.70000005
%16 = OpTypeVector %6 4
%17 = OpTypePointer Output %16
%18 = OpVariable %17 Output
%22 = OpTypeBool
%29 = OpTypeInt 32 0
%30 = OpConstant %29 2
%31 = OpTypeArray %6 %30
%32 = OpTypeStruct %31
%33 = OpTypePointer Uniform %32
%34 = OpVariable %33 Uniform
%35 = OpTypeInt 32 1
%36 = OpConstant %35 0
%37 = OpTypePointer Uniform %6
%40 = OpConstant %35 1
%4 = OpFunction %2 None %3
%5 = OpLabel
%8 = OpVariable %7 Function
%10 = OpVariable %7 Function
%12 = OpVariable %7 Function
OpStore %8 %9
OpStore %10 %11
%13 = OpLoad %6 %8
%14 = OpLoad %6 %10
%15 = OpExtInst %6 %1 Pow %13 %14
OpStore %12 %15
%19 = OpLoad %6 %12
%20 = OpCompositeConstruct %16 %19 %19 %19 %19
OpStore %18 %20
%21 = OpLoad %6 %8
%23 = OpFOrdEqual %22 %21 %9
%24 = OpLoad %6 %10
%25 = OpFOrdEqual %22 %24 %11
%26 = OpLogicalAnd %22 %23 %25
OpSelectionMerge %28 None
OpBranchConditional %26 %27 %48
%27 = OpLabel
%38 = OpAccessChain %37 %34 %36 %36
%39 = OpLoad %6 %38
%41 = OpAccessChain %37 %34 %36 %40
%42 = OpLoad %6 %41
%43 = OpAccessChain %37 %34 %36 %40
%44 = OpLoad %6 %43
%45 = OpAccessChain %37 %34 %36 %36
%46 = OpLoad %6 %45
%47 = OpCompositeConstruct %16 %39 %42 %44 %46
OpStore %18 %47
OpBranch %28
%48 = OpLabel
%49 = OpAccessChain %37 %34 %36 %36
%50 = OpLoad %6 %49
%51 = OpCompositeConstruct %16 %50 %50 %50 %50
OpStore %18 %51
OpBranch %28
%28 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# _GLF_uniform_float_values
BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
1.0 0.0
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_float_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