blob: f66a2470ed21c73124797b8a9edeab59d111ccd8 [file] [log] [blame]
#!amber
# Copyright 2021 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 NIR 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 320 es
# #define _int_1 _GLF_uniform_int_values[0]
# #define _int_0 _GLF_uniform_int_values[1]
# #define _float_1540_7 _GLF_uniform_float_values[0]
# #define _float_2_0 _GLF_uniform_float_values[1]
# #define _float_3_0 _GLF_uniform_float_values[2]
#
# 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];
# };
#
# // Contents of _GLF_uniform_float_values: [1540.7, 2.0, 3.0]
# layout(set = 0, binding = 1) uniform buf1
# {
# float _GLF_uniform_float_values[3];
# };
#
# // Contents of resolution: [256.6, 256.5]
# layout(set = 0, binding = 2) uniform buf2
# {
# vec2 resolution;
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# float f = _float_2_0 * resolution.x + _float_3_0 * round(resolution.x) + resolution.y;
#
# // Always true.
# if(f == _float_1540_7)
# {
# _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: 75
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %50
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 320
OpName %4 "main"
OpName %8 "f"
OpName %12 "buf1"
OpMemberName %12 0 "_GLF_uniform_float_values"
OpName %14 ""
OpName %22 "buf2"
OpMemberName %22 0 "resolution"
OpName %24 ""
OpName %50 "_GLF_color"
OpName %53 "buf0"
OpMemberName %53 0 "_GLF_uniform_int_values"
OpName %55 ""
OpDecorate %11 ArrayStride 16
OpMemberDecorate %12 0 Offset 0
OpDecorate %12 Block
OpDecorate %14 DescriptorSet 0
OpDecorate %14 Binding 1
OpMemberDecorate %22 0 Offset 0
OpDecorate %22 Block
OpDecorate %24 DescriptorSet 0
OpDecorate %24 Binding 2
OpDecorate %50 Location 0
OpDecorate %52 ArrayStride 16
OpMemberDecorate %53 0 Offset 0
OpDecorate %53 Block
OpDecorate %55 DescriptorSet 0
OpDecorate %55 Binding 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypePointer Function %6
%9 = OpTypeInt 32 0
%10 = OpConstant %9 3
%11 = OpTypeArray %6 %10
%12 = OpTypeStruct %11
%13 = OpTypePointer Uniform %12
%14 = OpVariable %13 Uniform
%15 = OpTypeInt 32 1
%16 = OpConstant %15 0
%17 = OpConstant %15 1
%18 = OpTypePointer Uniform %6
%21 = OpTypeVector %6 2
%22 = OpTypeStruct %21
%23 = OpTypePointer Uniform %22
%24 = OpVariable %23 Uniform
%25 = OpConstant %9 0
%29 = OpConstant %15 2
%37 = OpConstant %9 1
%44 = OpTypeBool
%48 = OpTypeVector %6 4
%49 = OpTypePointer Output %48
%50 = OpVariable %49 Output
%51 = OpConstant %9 2
%52 = OpTypeArray %15 %51
%53 = OpTypeStruct %52
%54 = OpTypePointer Uniform %53
%55 = OpVariable %54 Uniform
%56 = OpTypePointer Uniform %15
%4 = OpFunction %2 None %3
%5 = OpLabel
%8 = OpVariable %7 Function
%19 = OpAccessChain %18 %14 %16 %17
%20 = OpLoad %6 %19
%26 = OpAccessChain %18 %24 %16 %25
%27 = OpLoad %6 %26
%28 = OpFMul %6 %20 %27
%30 = OpAccessChain %18 %14 %16 %29
%31 = OpLoad %6 %30
%32 = OpAccessChain %18 %24 %16 %25
%33 = OpLoad %6 %32
%34 = OpExtInst %6 %1 Round %33
%35 = OpFMul %6 %31 %34
%36 = OpFAdd %6 %28 %35
%38 = OpAccessChain %18 %24 %16 %37
%39 = OpLoad %6 %38
%40 = OpFAdd %6 %36 %39
OpStore %8 %40
%41 = OpLoad %6 %8
%42 = OpAccessChain %18 %14 %16 %16
%43 = OpLoad %6 %42
%45 = OpFOrdEqual %44 %41 %43
OpSelectionMerge %47 None
OpBranchConditional %45 %46 %70
%46 = OpLabel
%57 = OpAccessChain %56 %55 %16 %16
%58 = OpLoad %15 %57
%59 = OpConvertSToF %6 %58
%60 = OpAccessChain %56 %55 %16 %17
%61 = OpLoad %15 %60
%62 = OpConvertSToF %6 %61
%63 = OpAccessChain %56 %55 %16 %17
%64 = OpLoad %15 %63
%65 = OpConvertSToF %6 %64
%66 = OpAccessChain %56 %55 %16 %16
%67 = OpLoad %15 %66
%68 = OpConvertSToF %6 %67
%69 = OpCompositeConstruct %48 %59 %62 %65 %68
OpStore %50 %69
OpBranch %47
%70 = OpLabel
%71 = OpAccessChain %56 %55 %16 %17
%72 = OpLoad %15 %71
%73 = OpConvertSToF %6 %72
%74 = OpCompositeConstruct %48 %73 %73 %73 %73
OpStore %50 %74
OpBranch %47
%47 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# resolution
BUFFER variant_resolution DATA_TYPE vec2<float> STD140 DATA
256.6 256.5
END
# _GLF_uniform_float_values
BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
1540.7 2.0 3.0
END
# _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_resolution AS uniform DESCRIPTOR_SET 0 BINDING 2
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