blob: d959437683519859843de57a5f5feed433c5ceda [file] [log] [blame]
#!amber
# Copyright 2019 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 discard keyword and a return
# The test passes because main always writes the color red; the discard statement is unreachable.
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;
# layout(set = 0, binding = 0) uniform buf0
# {
# vec2 injectionSwitch;
# };
#
# vec3 drawShape()
# {
# discard;
# return vec3(1.0);
# }
# vec3 computePoint()
# {
# drawShape();
# return vec3(1.0);
# }
# void main()
# {
# if (injectionSwitch.x > injectionSwitch.y) // always false
# {
# drawShape();
# computePoint();
# }
#
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
# }
SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 46
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %43
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "drawShape("
OpName %11 "computePoint("
OpName %22 "buf0"
OpMemberName %22 0 "injectionSwitch"
OpName %24 ""
OpName %43 "_GLF_color"
OpMemberDecorate %22 0 Offset 0
OpDecorate %22 Block
OpDecorate %24 DescriptorSet 0
OpDecorate %24 Binding 0
OpDecorate %43 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 3
%8 = OpTypeFunction %7
%14 = OpConstant %6 1
%15 = OpConstantComposite %7 %14 %14 %14
%21 = OpTypeVector %6 2
%22 = OpTypeStruct %21
%23 = OpTypePointer Uniform %22
%24 = OpVariable %23 Uniform
%25 = OpTypeInt 32 1
%26 = OpConstant %25 0
%27 = OpTypeInt 32 0
%28 = OpConstant %27 0
%29 = OpTypePointer Uniform %6
%32 = OpConstant %27 1
%35 = OpTypeBool
%41 = OpTypeVector %6 4
%42 = OpTypePointer Output %41
%43 = OpVariable %42 Output
%44 = OpConstant %6 0
%45 = OpConstantComposite %41 %14 %44 %44 %14
%4 = OpFunction %2 None %3
%5 = OpLabel
%30 = OpAccessChain %29 %24 %26 %28
%31 = OpLoad %6 %30
%33 = OpAccessChain %29 %24 %26 %32
%34 = OpLoad %6 %33
%36 = OpFOrdGreaterThan %35 %31 %34
OpSelectionMerge %38 None
OpBranchConditional %36 %37 %38
%37 = OpLabel
%39 = OpFunctionCall %7 %9
%40 = OpFunctionCall %7 %11
OpBranch %38
%38 = OpLabel
OpStore %43 %45
OpReturn
OpFunctionEnd
%9 = OpFunction %7 None %8
%10 = OpLabel
OpKill
OpFunctionEnd
%11 = OpFunction %7 None %8
%12 = OpLabel
%18 = OpFunctionCall %7 %9
OpReturnValue %15
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