1#!amber 2 3# Copyright 2021 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 the GraphicsFuzz project. 19 20# Short description: A fragment shader that covers specific NIR code paths 21 22# The test passes because the shader always writes red. 23 24SHADER vertex variant_vertex_shader PASSTHROUGH 25 26# variant_fragment_shader is derived from the following GLSL: 27# #version 320 es 28# #define _int_0 _GLF_uniform_int_values[0] 29# #define _int_1 _GLF_uniform_int_values[1] 30# #define _float_0_4 _GLF_uniform_float_values[0] 31# #define _float_1_0 _GLF_uniform_float_values[1] 32# #define _float_256_0 _GLF_uniform_float_values[2] 33# 34# precision highp int; 35# precision highp float; 36# 37# // Contents of _GLF_uniform_int_values: [0, 1] 38# layout(set = 0, binding = 0) uniform buf0 39# { 40# int _GLF_uniform_int_values[2]; 41# }; 42# // Contents of _GLF_uniform_float_values: [0.4, 1.0, 256.0] 43# layout(set = 0, binding = 1) uniform buf1 44# { 45# float _GLF_uniform_float_values[3]; 46# }; 47# layout(location = 0) out vec4 _GLF_color; 48# 49# void main() 50# { 51# // Always false. 52# if(gl_FragCoord.y < _float_0_4) 53# { 54# _GLF_color = vec4(_int_0); 55# } 56# else 57# { 58# // gl_FragCoord has the decimal part of 0.5. If we name the integer part 59# // of gl_FragCoord (X, Y) it can be expressed as (X + 0.5, Y + 0.5). 60# // 61# // The value of v is calculated as follows: 62# // v = ((X + 0.5, Y + 0.5) - (1.0, 0.4)) * 256 63# // = (X - 1 + 0.5, Y + 0.5 - 0.4) * 256 64# // = (X - 0.5, Y + 0.1) * 256 65# // = (X * 256 - 128, Y * 256 + 25.6) 66# // 67# // X * 256 is always an even number, and substracting 128 still keeps it even. 68# // Y * 256 is always and even number, but adding 25.6 (and converting to an integer) 69# // makes it always odd. 70# ivec2 v = ivec2((gl_FragCoord.xy - vec2(_float_1_0, _float_0_4)) * _float_256_0); 71# 72# // v.x is even and v.y is odd. We substract one from v.y making it even too. 73# // Doing a bitwise AND with an even number always resuls in zero. 74# _GLF_color = vec4(_float_1_0, (v.y - _int_1) & _int_1, v.x & _int_1, _float_1_0); 75# } 76# } 77SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 78; SPIR-V 79; Version: 1.0 80; Generator: Khronos Glslang Reference Front End; 10 81; Bound: 82 82; Schema: 0 83 OpCapability Shader 84 %1 = OpExtInstImport "GLSL.std.450" 85 OpMemoryModel Logical GLSL450 86 OpEntryPoint Fragment %4 "main" %9 %30 87 OpExecutionMode %4 OriginUpperLeft 88 OpSource ESSL 320 89 OpName %4 "main" 90 OpName %9 "gl_FragCoord" 91 OpName %17 "buf1" 92 OpMemberName %17 0 "_GLF_uniform_float_values" 93 OpName %19 "" 94 OpName %30 "_GLF_color" 95 OpName %33 "buf0" 96 OpMemberName %33 0 "_GLF_uniform_int_values" 97 OpName %35 "" 98 OpName %44 "v" 99 OpDecorate %9 BuiltIn FragCoord 100 OpDecorate %16 ArrayStride 16 101 OpMemberDecorate %17 0 Offset 0 102 OpDecorate %17 Block 103 OpDecorate %19 DescriptorSet 0 104 OpDecorate %19 Binding 1 105 OpDecorate %30 Location 0 106 OpDecorate %32 ArrayStride 16 107 OpMemberDecorate %33 0 Offset 0 108 OpDecorate %33 Block 109 OpDecorate %35 DescriptorSet 0 110 OpDecorate %35 Binding 0 111 %2 = OpTypeVoid 112 %3 = OpTypeFunction %2 113 %6 = OpTypeFloat 32 114 %7 = OpTypeVector %6 4 115 %8 = OpTypePointer Input %7 116 %9 = OpVariable %8 Input 117 %10 = OpTypeInt 32 0 118 %11 = OpConstant %10 1 119 %12 = OpTypePointer Input %6 120 %15 = OpConstant %10 3 121 %16 = OpTypeArray %6 %15 122 %17 = OpTypeStruct %16 123 %18 = OpTypePointer Uniform %17 124 %19 = OpVariable %18 Uniform 125 %20 = OpTypeInt 32 1 126 %21 = OpConstant %20 0 127 %22 = OpTypePointer Uniform %6 128 %25 = OpTypeBool 129 %29 = OpTypePointer Output %7 130 %30 = OpVariable %29 Output 131 %31 = OpConstant %10 2 132 %32 = OpTypeArray %20 %31 133 %33 = OpTypeStruct %32 134 %34 = OpTypePointer Uniform %33 135 %35 = OpVariable %34 Uniform 136 %36 = OpTypePointer Uniform %20 137 %42 = OpTypeVector %20 2 138 %43 = OpTypePointer Function %42 139 %45 = OpTypeVector %6 2 140 %48 = OpConstant %20 1 141 %55 = OpConstant %20 2 142 %62 = OpTypePointer Function %20 143 %72 = OpConstant %10 0 144 %4 = OpFunction %2 None %3 145 %5 = OpLabel 146 %44 = OpVariable %43 Function 147 %13 = OpAccessChain %12 %9 %11 148 %14 = OpLoad %6 %13 149 %23 = OpAccessChain %22 %19 %21 %21 150 %24 = OpLoad %6 %23 151 %26 = OpFOrdLessThan %25 %14 %24 152 OpSelectionMerge %28 None 153 OpBranchConditional %26 %27 %41 154 %27 = OpLabel 155 %37 = OpAccessChain %36 %35 %21 %21 156 %38 = OpLoad %20 %37 157 %39 = OpConvertSToF %6 %38 158 %40 = OpCompositeConstruct %7 %39 %39 %39 %39 159 OpStore %30 %40 160 OpBranch %28 161 %41 = OpLabel 162 %46 = OpLoad %7 %9 163 %47 = OpVectorShuffle %45 %46 %46 0 1 164 %49 = OpAccessChain %22 %19 %21 %48 165 %50 = OpLoad %6 %49 166 %51 = OpAccessChain %22 %19 %21 %21 167 %52 = OpLoad %6 %51 168 %53 = OpCompositeConstruct %45 %50 %52 169 %54 = OpFSub %45 %47 %53 170 %56 = OpAccessChain %22 %19 %21 %55 171 %57 = OpLoad %6 %56 172 %58 = OpVectorTimesScalar %45 %54 %57 173 %59 = OpConvertFToS %42 %58 174 OpStore %44 %59 175 %60 = OpAccessChain %22 %19 %21 %48 176 %61 = OpLoad %6 %60 177 %63 = OpAccessChain %62 %44 %11 178 %64 = OpLoad %20 %63 179 %65 = OpAccessChain %36 %35 %21 %48 180 %66 = OpLoad %20 %65 181 %67 = OpISub %20 %64 %66 182 %68 = OpAccessChain %36 %35 %21 %48 183 %69 = OpLoad %20 %68 184 %70 = OpBitwiseAnd %20 %67 %69 185 %71 = OpConvertSToF %6 %70 186 %73 = OpAccessChain %62 %44 %72 187 %74 = OpLoad %20 %73 188 %75 = OpAccessChain %36 %35 %21 %48 189 %76 = OpLoad %20 %75 190 %77 = OpBitwiseAnd %20 %74 %76 191 %78 = OpConvertSToF %6 %77 192 %79 = OpAccessChain %22 %19 %21 %48 193 %80 = OpLoad %6 %79 194 %81 = OpCompositeConstruct %7 %61 %71 %78 %80 195 OpStore %30 %81 196 OpBranch %28 197 %28 = OpLabel 198 OpReturn 199 OpFunctionEnd 200END 201 202# uniforms for variant 203 204# _GLF_uniform_float_values 205BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA 206 0.4 1.0 256.0 207END 208# _GLF_uniform_int_values 209BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA 210 0 1 211END 212 213BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM 214 215PIPELINE graphics variant_pipeline 216 ATTACH variant_vertex_shader 217 ATTACH variant_fragment_shader 218 FRAMEBUFFER_SIZE 256 256 219 BIND BUFFER variant_framebuffer AS color LOCATION 0 220 BIND BUFFER variant__GLF_uniform_float_values AS uniform DESCRIPTOR_SET 0 BINDING 1 221 BIND BUFFER variant__GLF_uniform_int_values AS uniform DESCRIPTOR_SET 0 BINDING 0 222END 223CLEAR_COLOR variant_pipeline 0 0 0 255 224 225CLEAR variant_pipeline 226RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256 227 228EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255 229