blob: 9c22c4d61c0c969f448e213ae35dd02c3741da39 [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 DAG code paths
# The test passes because the shader always writes red.
# Optimized using spirv-opt with the following arguments:
# '-O'
# spirv-opt commit hash: a187dd58a0485988841d325a85c8e6063f53500a
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]
# #define _float_0_1 _GLF_uniform_float_values[2]
# #define _float_0_3 _GLF_uniform_float_values[3]
# #define _float_0_2 _GLF_uniform_float_values[4]
#
# precision highp float;
#
# precision highp int;
#
# // Contents of _GLF_uniform_float_values: [1.0, 0.0, 0.1, 0.3, 0.2]
# layout(set = 0, binding = 0) uniform buf0
# {
# float _GLF_uniform_float_values[5];
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# // These conditions don't matter since the color
# // gets overwritten right after.
# if(gl_FragCoord.x > _float_1_0)
# {
# _GLF_color = vec4(_float_0_1);
# if(gl_FragCoord.y > _float_1_0)
# {
# _GLF_color = vec4(_float_0_2);
# }
# _GLF_color = vec4(_float_0_3);
# }
#
# _GLF_color = vec4(_float_1_0, _float_0_0, _float_0_0, 10.0);
# // Multiplying by an identity matrix doesn't change the vector value.
# _GLF_color = mat4(_float_1_0) * _GLF_color;
# }
SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 10
; Bound: 72
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %9 %30
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "gl_FragCoord"
OpName %17 "buf0"
OpMemberName %17 0 "_GLF_uniform_float_values"
OpName %19 ""
OpName %30 "_GLF_color"
OpDecorate %9 BuiltIn FragCoord
OpDecorate %16 ArrayStride 16
OpMemberDecorate %17 0 Offset 0
OpDecorate %17 Block
OpDecorate %19 DescriptorSet 0
OpDecorate %19 Binding 0
OpDecorate %30 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 4
%8 = OpTypePointer Input %7
%9 = OpVariable %8 Input
%10 = OpTypeInt 32 0
%11 = OpConstant %10 0
%12 = OpTypePointer Input %6
%15 = OpConstant %10 5
%16 = OpTypeArray %6 %15
%17 = OpTypeStruct %16
%18 = OpTypePointer Uniform %17
%19 = OpVariable %18 Uniform
%20 = OpTypeInt 32 1
%21 = OpConstant %20 0
%22 = OpTypePointer Uniform %6
%25 = OpTypeBool
%29 = OpTypePointer Output %7
%30 = OpVariable %29 Output
%31 = OpConstant %20 2
%35 = OpConstant %10 1
%43 = OpConstant %20 4
%47 = OpConstant %20 3
%53 = OpConstant %20 1
%58 = OpConstant %6 10
%62 = OpTypeMatrix %7 4
%64 = OpConstant %6 0
%4 = OpFunction %2 None %3
%5 = OpLabel
%13 = OpAccessChain %12 %9 %11
%14 = OpLoad %6 %13
%23 = OpAccessChain %22 %19 %21 %21
%24 = OpLoad %6 %23
%26 = OpFOrdGreaterThan %25 %14 %24
OpSelectionMerge %28 None
OpBranchConditional %26 %27 %28
%27 = OpLabel
%32 = OpAccessChain %22 %19 %21 %31
%33 = OpLoad %6 %32
%34 = OpCompositeConstruct %7 %33 %33 %33 %33
OpStore %30 %34
%36 = OpAccessChain %12 %9 %35
%37 = OpLoad %6 %36
%40 = OpFOrdGreaterThan %25 %37 %24
OpSelectionMerge %42 None
OpBranchConditional %40 %41 %42
%41 = OpLabel
%44 = OpAccessChain %22 %19 %21 %43
%45 = OpLoad %6 %44
%46 = OpCompositeConstruct %7 %45 %45 %45 %45
OpStore %30 %46
OpBranch %42
%42 = OpLabel
%48 = OpAccessChain %22 %19 %21 %47
%49 = OpLoad %6 %48
%50 = OpCompositeConstruct %7 %49 %49 %49 %49
OpStore %30 %50
OpBranch %28
%28 = OpLabel
%54 = OpAccessChain %22 %19 %21 %53
%55 = OpLoad %6 %54
%59 = OpCompositeConstruct %7 %24 %55 %55 %58
OpStore %30 %59
%65 = OpCompositeConstruct %7 %24 %64 %64 %64
%66 = OpCompositeConstruct %7 %64 %24 %64 %64
%67 = OpCompositeConstruct %7 %64 %64 %24 %64
%68 = OpCompositeConstruct %7 %64 %64 %64 %24
%69 = OpCompositeConstruct %62 %65 %66 %67 %68
%70 = OpLoad %7 %30
%71 = OpMatrixTimesVector %7 %69 %70
OpStore %30 %71
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 0.1 0.3 0.2
END
BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
PIPELINE graphics variant_pipeline
ATTACH variant_vertex_shader
ATTACH variant_fragment_shader
FRAMEBUFFER_SIZE 16 16
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 16 16
EXPECT variant_framebuffer IDX 0 0 SIZE 16 16 EQ_RGBA 255 0 0 255