blob: 2cd5a32263d476461cc45398d7ef44426f5744ab [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 for loop that loops only once
# The test passes because the shader always writes the color red. The for loop only goes through once.
# Optimized using spirv-opt with the following arguments:
# '--vector-dce'
# '--eliminate-local-multi-store'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--ccp'
# '--eliminate-dead-inserts'
# '--convert-local-access-chains'
# '--vector-dce'
# '--eliminate-dead-code-aggressive'
# '--vector-dce'
# '--eliminate-local-multi-store'
# '--if-conversion'
# '--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;
#
# precision highp int;
#
# layout(location = 0) out vec4 _GLF_color;
#
# vec3 mand()
# {
# do
# {
# return vec3(1.0);
# } while (true);
# }
# void main()
# {
# mand();
#
# for (
# int i = 1;
# true;
# 1)
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
# return;
# }
# }
SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 36
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %33
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "mand("
OpName %33 "_GLF_color"
OpDecorate %33 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 3
%8 = OpTypeFunction %7
%15 = OpConstant %6 1
%16 = OpConstantComposite %7 %15 %15 %15
%31 = OpTypeVector %6 4
%32 = OpTypePointer Output %31
%33 = OpVariable %32 Output
%34 = OpConstant %6 0
%35 = OpConstantComposite %31 %15 %34 %34 %15
%4 = OpFunction %2 None %3
%5 = OpLabel
%21 = OpFunctionCall %7 %9
OpBranch %26
%26 = OpLabel
OpLoopMerge %28 %29 None
OpBranch %27
%27 = OpLabel
OpStore %33 %35
OpReturn
%29 = OpLabel
OpBranch %26
%28 = OpLabel
OpUnreachable
OpFunctionEnd
%9 = OpFunction %7 None %8
%10 = OpLabel
OpBranch %11
%11 = OpLabel
OpLoopMerge %13 %14 None
OpBranch %12
%12 = OpLabel
OpReturnValue %16
%14 = OpLabel
OpBranch %11
%13 = OpLabel
OpUnreachable
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