blob: b04a3d4231f79d59fb741017a74c817e830b1bf7 [file] [log] [blame]
#!amber
# Copyright 2019 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 GraphicsFuzz.
# Short description: A fragment shader that covers a specific instruction folding path.
# The test passes because shader always writes red.
SHADER vertex variant_vertex_shader PASSTHROUGH
# variant_fragment_shader is derived from the following GLSL:
# #version 310 es
# precision highp float;
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main(void)
# {
# int i = 2;
#
# do
# {
# i++;
# }
# while(gl_FragCoord.x >= 0.0 && false);
#
# // If condition is always true.
# if (i == 3)
# _GLF_color = vec4(1, 0, 0, 1);
# else
# _GLF_color = vec4(0);
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 8
; Bound: 42
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %20 %37
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "i"
OpName %20 "gl_FragCoord"
OpName %37 "_GLF_color"
OpDecorate %8 RelaxedPrecision
OpDecorate %14 RelaxedPrecision
OpDecorate %16 RelaxedPrecision
OpDecorate %20 BuiltIn FragCoord
OpDecorate %31 RelaxedPrecision
OpDecorate %37 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeInt 32 1
%7 = OpTypePointer Function %6
%9 = OpConstant %6 2
%15 = OpConstant %6 1
%17 = OpTypeFloat 32
%18 = OpTypeVector %17 4
%19 = OpTypePointer Input %18
%20 = OpVariable %19 Input
%21 = OpTypeInt 32 0
%22 = OpConstant %21 0
%23 = OpTypePointer Input %17
%26 = OpConstant %17 0
%27 = OpTypeBool
%29 = OpConstantFalse %27
%32 = OpConstant %6 3
%36 = OpTypePointer Output %18
%37 = OpVariable %36 Output
%38 = OpConstant %17 1
%39 = OpConstantComposite %18 %38 %26 %26 %38
%41 = OpConstantComposite %18 %26 %26 %26 %26
%4 = OpFunction %2 None %3
%5 = OpLabel
%8 = OpVariable %7 Function
OpStore %8 %9
OpBranch %10
%10 = OpLabel
OpLoopMerge %12 %13 None
OpBranch %11
%11 = OpLabel
%14 = OpLoad %6 %8
%16 = OpIAdd %6 %14 %15
OpStore %8 %16
OpBranch %13
%13 = OpLabel
%24 = OpAccessChain %23 %20 %22
%25 = OpLoad %17 %24
%28 = OpFOrdGreaterThanEqual %27 %25 %26
%30 = OpLogicalAnd %27 %28 %29
OpBranchConditional %30 %10 %12
%12 = OpLabel
%31 = OpLoad %6 %8
%33 = OpIEqual %27 %31 %32
OpSelectionMerge %35 None
OpBranchConditional %33 %34 %40
%34 = OpLabel
OpStore %37 %39
OpBranch %35
%40 = OpLabel
OpStore %37 %41
OpBranch %35
%35 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# resolution
BUFFER variant_resolution DATA_TYPE vec2<float> DATA
256.0 256.0
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 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