blob: 94429239d3e48ed9eb01d76fe52bd241dd828d0d [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 GraphicsFuzz.
# Short description: A fragment shader that covers a specific inlining optimization path.
# The test passes because shader always writes red.
# Optimized using spirv-opt with the following arguments:
# '--reduce-load-size'
# '--convert-local-access-chains'
# '--eliminate-local-single-store'
# '--simplify-instructions'
# '--combine-access-chains'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--convert-local-access-chains'
# '--convert-local-access-chains'
# spirv-opt commit hash: 9215c1b7df0029f27807e8c8d7ec80532ce90a87
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;
#
# vec4 func()
# {
# float x = 1.0;
#
# // Always false.
# if (gl_FragCoord.x < 0.0)
# x = 0.5;
#
# return vec4(x, 0, 0, 1);
# }
#
# void main()
# {
# _GLF_color = vec4(0);
#
# do
# {
# _GLF_color = func();
# }
# while (false);
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 8
; Bound: 40
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %15 %32
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "func("
OpName %12 "x"
OpName %15 "gl_FragCoord"
OpName %32 "_GLF_color"
OpDecorate %15 BuiltIn FragCoord
OpDecorate %32 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 4
%8 = OpTypeFunction %7
%11 = OpTypePointer Function %6
%13 = OpConstant %6 1
%14 = OpTypePointer Input %7
%15 = OpVariable %14 Input
%16 = OpTypeInt 32 0
%17 = OpConstant %16 0
%18 = OpTypePointer Input %6
%21 = OpConstant %6 0
%22 = OpTypeBool
%26 = OpConstant %6 0.5
%31 = OpTypePointer Output %7
%32 = OpVariable %31 Output
%33 = OpConstantComposite %7 %21 %21 %21 %21
%39 = OpConstantFalse %22
%4 = OpFunction %2 None %3
%5 = OpLabel
OpStore %32 %33
OpBranch %34
%34 = OpLabel
%38 = OpFunctionCall %7 %9
OpStore %32 %38
OpLoopMerge %36 %34 None
OpBranchConditional %39 %34 %36
%36 = OpLabel
OpReturn
OpFunctionEnd
%9 = OpFunction %7 None %8
%10 = OpLabel
%12 = OpVariable %11 Function
OpStore %12 %13
%19 = OpAccessChain %18 %15 %17
%20 = OpLoad %6 %19
%23 = OpFOrdLessThan %22 %20 %21
OpSelectionMerge %25 None
OpBranchConditional %23 %24 %25
%24 = OpLabel
OpStore %12 %26
OpBranch %25
%25 = OpLabel
%27 = OpLoad %6 %12
%28 = OpCompositeConstruct %7 %27 %21 %21 %13
OpReturnValue %28
OpFunctionEnd
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
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