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1#!amber
2
3# Copyright 2020 Google LLC
4#
5# Licensed under the Apache License, Version 2.0 (the "License");
6# you may not use this file except in compliance with the License.
7# You may obtain a copy of the License at
8#
9#     http://www.apache.org/licenses/LICENSE-2.0
10#
11# Unless required by applicable law or agreed to in writing, software
12# distributed under the License is distributed on an "AS IS" BASIS,
13# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14# See the License for the specific language governing permissions and
15# limitations under the License.
16
17
18# A test for a coverage-gap found by GraphicsFuzz.
19
20# Short description: A fragment shader that covers a specific arbitrary precision float usage.
21
22# The test passes because shader always writes red.
23
24SHADER vertex variant_vertex_shader PASSTHROUGH
25
26# variant_fragment_shader is derived from the following GLSL:
27# #version 310 es
28# precision highp float;
29#
30# layout(location = 0) out vec4 _GLF_color;
31#
32# void main()
33# {
34#
35#     float det1 = determinant(mat4(0, 1,  0, 1,
36#                                   1, 1,  1, 2,
37#                                   1, 4,  6, 1,
38#                                   5, 35, 7, 63));
39#
40#     float det2 = determinant(mat3(1,  0, 1,
41#                                   4,  6, 1,
42#                                   35, 7, 63));
43#
44#     float det3 = determinant(mat3(1, 0, 1,
45#                                   1, 1, 2,
46#                                   35, 7, 63));
47#
48#     float det4 = determinant(mat3(1, 0, 1,
49#                                   1, 1, 2,
50#                                   4, 6, 1));
51#
52#     float ref = -det2 + det3 - 5.0 * det4;
53#
54#     if (abs(ref - det1) < 0.1) // Always true.
55#         _GLF_color = vec4(1, 0, 0, 1);
56#     else
57#         _GLF_color = vec4(0);
58# }
59SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
60; SPIR-V
61; Version: 1.0
62; Generator: Khronos Glslang Reference Front End; 8
63; Bound: 63
64; Schema: 0
65               OpCapability Shader
66          %1 = OpExtInstImport "GLSL.std.450"
67               OpMemoryModel Logical GLSL450
68               OpEntryPoint Fragment %4 "main" %59
69               OpExecutionMode %4 OriginUpperLeft
70               OpSource ESSL 310
71               OpName %4 "main"
72               OpName %8 "det1"
73               OpName %26 "det2"
74               OpName %34 "det3"
75               OpName %38 "det4"
76               OpName %41 "ref"
77               OpName %59 "_GLF_color"
78               OpDecorate %59 Location 0
79          %2 = OpTypeVoid
80          %3 = OpTypeFunction %2
81          %6 = OpTypeFloat 32
82          %7 = OpTypePointer Function %6
83          %9 = OpTypeVector %6 4
84         %10 = OpTypeMatrix %9 4
85         %11 = OpConstant %6 0
86         %12 = OpConstant %6 1
87         %13 = OpConstantComposite %9 %11 %12 %11 %12
88         %14 = OpConstant %6 2
89         %15 = OpConstantComposite %9 %12 %12 %12 %14
90         %16 = OpConstant %6 4
91         %17 = OpConstant %6 6
92         %18 = OpConstantComposite %9 %12 %16 %17 %12
93         %19 = OpConstant %6 5
94         %20 = OpConstant %6 35
95         %21 = OpConstant %6 7
96         %22 = OpConstant %6 63
97         %23 = OpConstantComposite %9 %19 %20 %21 %22
98         %24 = OpConstantComposite %10 %13 %15 %18 %23
99         %27 = OpTypeVector %6 3
100         %28 = OpTypeMatrix %27 3
101         %29 = OpConstantComposite %27 %12 %11 %12
102         %30 = OpConstantComposite %27 %16 %17 %12
103         %31 = OpConstantComposite %27 %20 %21 %22
104         %32 = OpConstantComposite %28 %29 %30 %31
105         %35 = OpConstantComposite %27 %12 %12 %14
106         %36 = OpConstantComposite %28 %29 %35 %31
107         %39 = OpConstantComposite %28 %29 %35 %30
108         %53 = OpConstant %6 0.100000001
109         %54 = OpTypeBool
110         %58 = OpTypePointer Output %9
111         %59 = OpVariable %58 Output
112         %60 = OpConstantComposite %9 %12 %11 %11 %12
113         %62 = OpConstantComposite %9 %11 %11 %11 %11
114          %4 = OpFunction %2 None %3
115          %5 = OpLabel
116          %8 = OpVariable %7 Function
117         %26 = OpVariable %7 Function
118         %34 = OpVariable %7 Function
119         %38 = OpVariable %7 Function
120         %41 = OpVariable %7 Function
121         %25 = OpExtInst %6 %1 Determinant %24
122               OpStore %8 %25
123         %33 = OpExtInst %6 %1 Determinant %32
124               OpStore %26 %33
125         %37 = OpExtInst %6 %1 Determinant %36
126               OpStore %34 %37
127         %40 = OpExtInst %6 %1 Determinant %39
128               OpStore %38 %40
129         %42 = OpLoad %6 %26
130         %43 = OpFNegate %6 %42
131         %44 = OpLoad %6 %34
132         %45 = OpFAdd %6 %43 %44
133         %46 = OpLoad %6 %38
134         %47 = OpFMul %6 %19 %46
135         %48 = OpFSub %6 %45 %47
136               OpStore %41 %48
137         %49 = OpLoad %6 %41
138         %50 = OpLoad %6 %8
139         %51 = OpFSub %6 %49 %50
140         %52 = OpExtInst %6 %1 FAbs %51
141         %55 = OpFOrdLessThan %54 %52 %53
142               OpSelectionMerge %57 None
143               OpBranchConditional %55 %56 %61
144         %56 = OpLabel
145               OpStore %59 %60
146               OpBranch %57
147         %61 = OpLabel
148               OpStore %59 %62
149               OpBranch %57
150         %57 = OpLabel
151               OpReturn
152               OpFunctionEnd
153END
154
155
156BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
157
158PIPELINE graphics variant_pipeline
159  ATTACH variant_vertex_shader
160  ATTACH variant_fragment_shader
161  FRAMEBUFFER_SIZE 256 256
162  BIND BUFFER variant_framebuffer AS color LOCATION 0
163END
164CLEAR_COLOR variant_pipeline 0 0 0 255
165
166CLEAR variant_pipeline
167RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
168
169EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255
170