blob: 9e14b29e9a8db4b2d5d84ae9558a18fff472dca9 [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 X86 ISel lowering and AP Float 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 _int_1 _GLF_uniform_int_values[0]
# #define _int_0 _GLF_uniform_int_values[1]
# #define _float_0_54 _GLF_uniform_float_values[0]
# #define _float_0_55 _GLF_uniform_float_values[1]
#
# 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: [0.54, 0.55]
# layout(set = 0, binding = 1) uniform buf1
# {
# float _GLF_uniform_float_values[2];
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# // uintbitstofloat(1) gives a very small denormalized value. The cos of this value
# // should be very close to 1; perhaps marginally smaller. The cosine of *that* value
# // should then be bounded below by 0.54, and might be slightly larger,
# // so that 0.55 is a suitable upper bound.
# vec2 v1 = cos(cos(intBitsToFloat(ivec2(-1, _int_1))));
# _GLF_color = vec4(v1.x);
#
# if (v1.y > _float_0_54 && v1.y < _float_0_55)
# {
# _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; 8
; Bound: 76
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %29
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "v1"
OpName %15 "buf0"
OpMemberName %15 0 "_GLF_uniform_int_values"
OpName %17 ""
OpName %29 "_GLF_color"
OpName %40 "buf1"
OpMemberName %40 0 "_GLF_uniform_float_values"
OpName %42 ""
OpDecorate %14 ArrayStride 16
OpMemberDecorate %15 0 Offset 0
OpDecorate %15 Block
OpDecorate %17 DescriptorSet 0
OpDecorate %17 Binding 0
OpDecorate %29 Location 0
OpDecorate %39 ArrayStride 16
OpMemberDecorate %40 0 Offset 0
OpDecorate %40 Block
OpDecorate %42 DescriptorSet 0
OpDecorate %42 Binding 1
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Function %7
%10 = OpTypeInt 32 1
%11 = OpConstant %10 -1
%12 = OpTypeInt 32 0
%13 = OpConstant %12 2
%14 = OpTypeArray %10 %13
%15 = OpTypeStruct %14
%16 = OpTypePointer Uniform %15
%17 = OpVariable %16 Uniform
%18 = OpConstant %10 0
%19 = OpTypePointer Uniform %10
%22 = OpTypeVector %10 2
%27 = OpTypeVector %6 4
%28 = OpTypePointer Output %27
%29 = OpVariable %28 Output
%30 = OpConstant %12 0
%31 = OpTypePointer Function %6
%35 = OpTypeBool
%36 = OpConstant %12 1
%39 = OpTypeArray %6 %13
%40 = OpTypeStruct %39
%41 = OpTypePointer Uniform %40
%42 = OpVariable %41 Uniform
%43 = OpTypePointer Uniform %6
%51 = OpConstant %10 1
%4 = OpFunction %2 None %3
%5 = OpLabel
%9 = OpVariable %8 Function
%20 = OpAccessChain %19 %17 %18 %18
%21 = OpLoad %10 %20
%23 = OpCompositeConstruct %22 %11 %21
%24 = OpBitcast %7 %23
%25 = OpExtInst %7 %1 Cos %24
%26 = OpExtInst %7 %1 Cos %25
OpStore %9 %26
%32 = OpAccessChain %31 %9 %30
%33 = OpLoad %6 %32
%34 = OpCompositeConstruct %27 %33 %33 %33 %33
OpStore %29 %34
%37 = OpAccessChain %31 %9 %36
%38 = OpLoad %6 %37
%44 = OpAccessChain %43 %42 %18 %18
%45 = OpLoad %6 %44
%46 = OpFOrdGreaterThan %35 %38 %45
OpSelectionMerge %48 None
OpBranchConditional %46 %47 %48
%47 = OpLabel
%49 = OpAccessChain %31 %9 %36
%50 = OpLoad %6 %49
%52 = OpAccessChain %43 %42 %18 %51
%53 = OpLoad %6 %52
%54 = OpFOrdLessThan %35 %50 %53
OpBranch %48
%48 = OpLabel
%55 = OpPhi %35 %46 %5 %54 %47
OpSelectionMerge %57 None
OpBranchConditional %55 %56 %71
%56 = OpLabel
%58 = OpAccessChain %19 %17 %18 %18
%59 = OpLoad %10 %58
%60 = OpConvertSToF %6 %59
%61 = OpAccessChain %19 %17 %18 %51
%62 = OpLoad %10 %61
%63 = OpConvertSToF %6 %62
%64 = OpAccessChain %19 %17 %18 %51
%65 = OpLoad %10 %64
%66 = OpConvertSToF %6 %65
%67 = OpAccessChain %19 %17 %18 %18
%68 = OpLoad %10 %67
%69 = OpConvertSToF %6 %68
%70 = OpCompositeConstruct %27 %60 %63 %66 %69
OpStore %29 %70
OpBranch %57
%71 = OpLabel
%72 = OpAccessChain %19 %17 %18 %51
%73 = OpLoad %10 %72
%74 = OpConvertSToF %6 %73
%75 = OpCompositeConstruct %27 %74 %74 %74 %74
OpStore %29 %75
OpBranch %57
%57 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# _GLF_uniform_float_values
BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
0.54 0.55
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 16 16
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 16 16
EXPECT variant_framebuffer IDX 0 0 SIZE 16 16 EQ_RGBA 255 0 0 255