blob: 75c72081afd585e9812444bfeaa5a19de890cf8e [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 a do while that always returns
# The test passes because the shader always writes the color red. The do while returns on first iteration.
# Optimized using spirv-opt with the following arguments:
# '--redundancy-elimination'
# '--reduce-load-size'
# '--combine-access-chains'
# '--eliminate-dead-code-aggressive'
# '--eliminate-dead-branches'
# spirv-opt commit hash: 06407250a169c6a03b3765e86619075af1a8c187
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;
#
# struct _GLF_struct_12
# {
# int count;
# };
#
# bool puzzlelize(vec2 pos)
# {
# return true;
# }
#
# void main()
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
#
# vec2 grid;
# _GLF_struct_12 _GLF_struct_replacement_12;
#
# do
# {
# if (gl_FragCoord.y > -1.0) // Always true
# {
# return;
# }
# } while (_GLF_struct_replacement_12.count != 1);
#
# grid += vec2(1, _GLF_struct_replacement_12.count);
# vec2 position;
# position = grid;
# vec4(puzzlelize(position));
#
# _GLF_color = vec4(1.0, 1.0, 1.0, 1.0); // This should not be reached
# }
SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 64
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %19 %28
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %12 "puzzlelize(vf2;"
OpName %11 "pos"
OpName %19 "_GLF_color"
OpName %28 "gl_FragCoord"
OpName %40 "_GLF_struct_12"
OpMemberName %40 0 "count"
OpName %42 "_GLF_struct_replacement_12"
OpName %49 "grid"
OpName %56 "position"
OpName %58 "param"
OpDecorate %19 Location 0
OpDecorate %28 BuiltIn FragCoord
OpMemberDecorate %40 0 RelaxedPrecision
OpDecorate %46 RelaxedPrecision
OpDecorate %51 RelaxedPrecision
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Function %7
%9 = OpTypeBool
%10 = OpTypeFunction %9 %8
%14 = OpConstantTrue %9
%17 = OpTypeVector %6 4
%18 = OpTypePointer Output %17
%19 = OpVariable %18 Output
%20 = OpConstant %6 1
%21 = OpConstant %6 0
%22 = OpConstantComposite %17 %20 %21 %21 %20
%27 = OpTypePointer Input %17
%28 = OpVariable %27 Input
%29 = OpTypeInt 32 0
%30 = OpConstant %29 1
%31 = OpTypePointer Input %6
%34 = OpConstant %6 -1
%39 = OpTypeInt 32 1
%40 = OpTypeStruct %39
%41 = OpTypePointer Function %40
%43 = OpConstant %39 0
%44 = OpTypePointer Function %39
%47 = OpConstant %39 1
%63 = OpConstantComposite %17 %20 %20 %20 %20
%4 = OpFunction %2 None %3
%5 = OpLabel
%42 = OpVariable %41 Function
%49 = OpVariable %8 Function
%56 = OpVariable %8 Function
%58 = OpVariable %8 Function
OpStore %19 %22
OpBranch %23
%23 = OpLabel
OpLoopMerge %25 %26 None
OpBranch %24
%24 = OpLabel
%32 = OpAccessChain %31 %28 %30
%33 = OpLoad %6 %32
%35 = OpFOrdGreaterThan %9 %33 %34
OpSelectionMerge %37 None
OpBranchConditional %35 %36 %37
%36 = OpLabel
OpReturn
%37 = OpLabel
OpBranch %26
%26 = OpLabel
%45 = OpAccessChain %44 %42 %43
%46 = OpLoad %39 %45
%48 = OpINotEqual %9 %46 %47
OpBranchConditional %48 %23 %25
%25 = OpLabel
%51 = OpLoad %39 %45
%52 = OpConvertSToF %6 %51
%53 = OpCompositeConstruct %7 %20 %52
%54 = OpLoad %7 %49
%55 = OpFAdd %7 %54 %53
OpStore %49 %55
%57 = OpLoad %7 %49
OpStore %56 %57
%59 = OpLoad %7 %56
OpStore %58 %59
%60 = OpFunctionCall %9 %12 %58
OpStore %19 %63
OpReturn
OpFunctionEnd
%12 = OpFunction %9 None %10
%11 = OpFunctionParameter %8
%13 = OpLabel
OpReturnValue %14
OpFunctionEnd
END
# uniforms for variant
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
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