blob: 5caae403be34a92184e0752a20a544562582def4 [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 shader with conditional return inside an infinite loop
# The test passes because the shader always writes the color red.
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;
# };
#
# int GLF_live6tree[10];
#
# int GLF_live6search()
# {
# // This function is never accessed
# int GLF_live6currentNode;
# int GLF_live6index = 0;
# while (true)
# {
# GLF_live6currentNode = GLF_live6tree[GLF_live6index];
# if (GLF_live6currentNode != 1)
# {
# return 1;
# }
# GLF_live6index = 1;
# }
# return 1;
# }
#
# void main()
# {
# if (injectionSwitch.x > 1.0) // Always false
# {
# GLF_live6search();
# }
# _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: 57
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %54
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "GLF_live6search("
OpName %11 "GLF_live6index"
OpName %20 "GLF_live6currentNode"
OpName %25 "GLF_live6tree"
OpName %40 "buf0"
OpMemberName %40 0 "injectionSwitch"
OpName %42 ""
OpName %54 "_GLF_color"
OpDecorate %8 RelaxedPrecision
OpDecorate %11 RelaxedPrecision
OpDecorate %20 RelaxedPrecision
OpDecorate %25 RelaxedPrecision
OpDecorate %26 RelaxedPrecision
OpDecorate %29 RelaxedPrecision
OpDecorate %30 RelaxedPrecision
OpMemberDecorate %40 0 Offset 0
OpDecorate %40 Block
OpDecorate %42 DescriptorSet 0
OpDecorate %42 Binding 0
OpDecorate %51 RelaxedPrecision
OpDecorate %54 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeInt 32 1
%7 = OpTypeFunction %6
%10 = OpTypePointer Function %6
%12 = OpConstant %6 0
%18 = OpTypeBool
%19 = OpConstantTrue %18
%21 = OpTypeInt 32 0
%22 = OpConstant %21 10
%23 = OpTypeArray %6 %22
%24 = OpTypePointer Private %23
%25 = OpVariable %24 Private
%27 = OpTypePointer Private %6
%31 = OpConstant %6 1
%38 = OpTypeFloat 32
%39 = OpTypeVector %38 2
%40 = OpTypeStruct %39
%41 = OpTypePointer Uniform %40
%42 = OpVariable %41 Uniform
%43 = OpConstant %21 0
%44 = OpTypePointer Uniform %38
%47 = OpConstant %38 1
%52 = OpTypeVector %38 4
%53 = OpTypePointer Output %52
%54 = OpVariable %53 Output
%55 = OpConstant %38 0
%56 = OpConstantComposite %52 %47 %55 %55 %47
%4 = OpFunction %2 None %3
%5 = OpLabel
%45 = OpAccessChain %44 %42 %12 %43
%46 = OpLoad %38 %45
%48 = OpFOrdGreaterThan %18 %46 %47
OpSelectionMerge %50 None
OpBranchConditional %48 %49 %50
%49 = OpLabel
%51 = OpFunctionCall %6 %8
OpBranch %50
%50 = OpLabel
OpStore %54 %56
OpReturn
OpFunctionEnd
%8 = OpFunction %6 None %7
%9 = OpLabel
%11 = OpVariable %10 Function
%20 = OpVariable %10 Function
OpStore %11 %12
OpBranch %13
%13 = OpLabel
OpLoopMerge %15 %16 None
OpBranch %17
%17 = OpLabel
OpBranchConditional %19 %14 %15
%14 = OpLabel
%26 = OpLoad %6 %11
%28 = OpAccessChain %27 %25 %26
%29 = OpLoad %6 %28
OpStore %20 %29
%30 = OpLoad %6 %20
%32 = OpINotEqual %18 %30 %31
OpSelectionMerge %34 None
OpBranchConditional %32 %33 %34
%33 = OpLabel
OpReturnValue %31
%34 = OpLabel
OpStore %11 %31
OpBranch %16
%16 = OpLabel
OpBranch %13
%15 = OpLabel
OpReturnValue %31
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