blob: a54a961008e17b5e3c9584c502a6cbbc25045f31 [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 a discard nested in a loop in a function
# The test passes because the discard is always reached, so we end up with the background color, black.
# Optimized using spirv-opt with the following arguments:
# '--simplify-instructions'
# '--eliminate-dead-inserts'
# '--redundancy-elimination'
# '--inline-entry-points-exhaustive'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--convert-local-access-chains'
# '--convert-local-access-chains'
# '--eliminate-dead-code-aggressive'
# '--eliminate-local-single-store'
# '--if-conversion'
# '--simplify-instructions'
# spirv-opt commit hash: 6b072126595dd8c2448eb1fda616251c5e6d7079
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;
# };
# void f()
# {
# do
# {
# if(1.0 > injectionSwitch.y)
# {
# if(gl_FragCoord.y < 0.0)
# {
# }
# continue;
# }
# discard;
# }
# while(false);
# }
# void main()
# {
# f();
# _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: 47
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %31 %44
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %6 "f("
OpName %15 "buf0"
OpMemberName %15 0 "injectionSwitch"
OpName %17 ""
OpName %31 "gl_FragCoord"
OpName %44 "_GLF_color"
OpMemberDecorate %15 0 Offset 0
OpDecorate %15 Block
OpDecorate %17 DescriptorSet 0
OpDecorate %17 Binding 0
OpDecorate %31 BuiltIn FragCoord
OpDecorate %44 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%12 = OpTypeFloat 32
%13 = OpConstant %12 1
%14 = OpTypeVector %12 2
%15 = OpTypeStruct %14
%16 = OpTypePointer Uniform %15
%17 = OpVariable %16 Uniform
%18 = OpTypeInt 32 1
%19 = OpConstant %18 0
%20 = OpTypeInt 32 0
%21 = OpConstant %20 1
%22 = OpTypePointer Uniform %12
%25 = OpTypeBool
%29 = OpTypeVector %12 4
%30 = OpTypePointer Input %29
%31 = OpVariable %30 Input
%32 = OpTypePointer Input %12
%35 = OpConstant %12 0
%41 = OpConstantFalse %25
%43 = OpTypePointer Output %29
%44 = OpVariable %43 Output
%45 = OpConstantComposite %29 %13 %35 %35 %13
%4 = OpFunction %2 None %3
%5 = OpLabel
%42 = OpFunctionCall %2 %6
OpStore %44 %45
OpReturn
OpFunctionEnd
%6 = OpFunction %2 None %3
%7 = OpLabel
OpBranch %8
%8 = OpLabel
OpLoopMerge %10 %38 None
OpBranch %9
%9 = OpLabel
%23 = OpAccessChain %22 %17 %19 %21
%24 = OpLoad %12 %23
%26 = OpFOrdGreaterThan %25 %13 %24
OpSelectionMerge %28 None
OpBranchConditional %26 %27 %28
%27 = OpLabel
%33 = OpAccessChain %32 %31 %21
%34 = OpLoad %12 %33
%36 = OpFOrdLessThan %25 %34 %35
OpSelectionMerge %46 None
OpBranchConditional %36 %37 %38
%37 = OpLabel
OpBranch %38
%46 = OpLabel
OpBranch %38
%38 = OpLabel
OpBranchConditional %41 %8 %10
%28 = OpLabel
OpKill
%10 = 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 0 0 0 255