blob: 662cd58e076f2ba63c7fc4978e661c05eb35d4bf [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 bug found by GraphicsFuzz.
# Short description: A fragment shader with switch cases that fall through
# The test passes because shader always writes red.
# Optimized using spirv-opt with the following arguments:
# '--ccp'
# '--eliminate-local-single-block'
# '--combine-access-chains'
# '--copy-propagate-arrays'
# '--eliminate-local-single-store'
# '--eliminate-local-multi-store'
# '--eliminate-local-single-block'
# '--private-to-local'
# spirv-opt commit hash: ab7ac60f14ae66006bed5c989a2cfd4c4881704c
SHADER vertex variant_vertex_shader PASSTHROUGH
# variant_fragment_shader is derived from the following GLSL:
# #version 310 es
# precision highp float;
# precision highp int;
#
# layout(location = 0) out vec4 _GLF_color;
#
# layout(set = 0, binding = 0) uniform buf0 {
# vec2 injectionSwitch;
# };
#
# void main()
# {
# for(int i = 0; i < 2 + int(injectionSwitch.x); i++)
# {
# int value = i;
# float y = 0.5;
#
# switch(value)
# {
# case 0:
# y += 0.5;
# // Always falls through.
# case 1:
# y = clamp(1.0, 0.5, y);
# // Always falls through.
# case 2:
# default:
# // Always ends up here.
# // Always true.
# if (y == 1.0)
# {
# _GLF_color = vec4(value + 1, 0, 0, 1);
# return;
# }
# }
# }
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 8
; Bound: 66
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %52
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "i"
OpName %19 "buf0"
OpMemberName %19 0 "injectionSwitch"
OpName %21 ""
OpName %31 "value"
OpName %34 "y"
OpName %52 "_GLF_color"
OpMemberDecorate %19 0 Offset 0
OpDecorate %19 Block
OpDecorate %21 DescriptorSet 0
OpDecorate %21 Binding 0
OpDecorate %52 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeInt 32 1
%7 = OpTypePointer Function %6
%9 = OpConstant %6 0
%16 = OpConstant %6 2
%17 = OpTypeFloat 32
%18 = OpTypeVector %17 2
%19 = OpTypeStruct %18
%20 = OpTypePointer Uniform %19
%21 = OpVariable %20 Uniform
%22 = OpTypeInt 32 0
%23 = OpConstant %22 0
%24 = OpTypePointer Uniform %17
%29 = OpTypeBool
%33 = OpTypePointer Function %17
%35 = OpConstant %17 0.5
%43 = OpConstant %17 1
%50 = OpTypeVector %17 4
%51 = OpTypePointer Output %50
%52 = OpVariable %51 Output
%54 = OpConstant %6 1
%57 = OpConstant %17 0
%4 = OpFunction %2 None %3
%5 = OpLabel
%8 = OpVariable %7 Function
%31 = OpVariable %7 Function
%34 = OpVariable %33 Function
OpStore %8 %9
OpBranch %10
%10 = OpLabel
%63 = OpPhi %6 %9 %5 %62 %13
OpLoopMerge %12 %13 None
OpBranch %14
%14 = OpLabel
%25 = OpAccessChain %24 %21 %9 %23
%26 = OpLoad %17 %25
%27 = OpConvertFToS %6 %26
%28 = OpIAdd %6 %16 %27
%30 = OpSLessThan %29 %63 %28
OpBranchConditional %30 %11 %12
%11 = OpLabel
OpStore %31 %63
OpStore %34 %35
OpSelectionMerge %40 None
OpSwitch %63 %39 0 %37 1 %38 2 %39
%39 = OpLabel
%65 = OpPhi %17 %35 %11 %45 %38
%47 = OpFOrdEqual %29 %65 %43
OpSelectionMerge %49 None
OpBranchConditional %47 %48 %49
%48 = OpLabel
%55 = OpIAdd %6 %63 %54
%56 = OpConvertSToF %17 %55
%58 = OpCompositeConstruct %50 %56 %57 %57 %43
OpStore %52 %58
OpReturn
%49 = OpLabel
OpBranch %40
%37 = OpLabel
%42 = OpFAdd %17 %35 %35
OpStore %34 %42
OpBranch %38
%38 = OpLabel
%64 = OpPhi %17 %35 %11 %42 %37
%45 = OpExtInst %17 %1 FClamp %43 %35 %64
OpStore %34 %45
OpBranch %39
%40 = OpLabel
OpBranch %13
%13 = OpLabel
%62 = OpIAdd %6 %63 %54
OpStore %8 %62
OpBranch %10
%12 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# injectionSwitch
BUFFER variant_injectionSwitch DATA_TYPE vec2<float> DATA
0.0 1.0
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_injectionSwitch 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