• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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