blob: 58cbe618a835e397595cff4eded0f5bab2f94248 [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 unreachable while loop
# The test passes because the shader always writes the color red.
# The rest of the code is never reached.
# Optimized using spirv-opt with the following arguments:
# '-O'
# 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;
# };
#
# float deadCode()
# {
# float s;
# for (int i = 1; true; 1)
# {
# if (gl_FragCoord.x < 0.0)
# {
# if (injectionSwitch.x > 1.0)
# {
# return 1.0;
# }
# continue;
# }
# return s;
# }
# return 1.0;
# }
#
# void main()
# {
# if (injectionSwitch.x > 1.0) // Always false
# {
# vec4 c;
# c.y = deadCode();
# _GLF_color = c;
# }
#
# // Always write color red because the other code is never reached.
# _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: 120
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %23 %64
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %23 "gl_FragCoord"
OpName %34 "buf0"
OpMemberName %34 0 "injectionSwitch"
OpName %36 ""
OpName %64 "_GLF_color"
OpDecorate %23 BuiltIn FragCoord
OpMemberDecorate %34 0 Offset 0
OpDecorate %34 Block
OpDecorate %36 DescriptorSet 0
OpDecorate %36 Binding 0
OpDecorate %64 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%10 = OpTypeInt 32 1
%19 = OpTypeBool
%21 = OpTypeVector %6 4
%22 = OpTypePointer Input %21
%23 = OpVariable %22 Input
%24 = OpTypeInt 32 0
%25 = OpConstant %24 0
%26 = OpTypePointer Input %6
%29 = OpConstant %6 0
%33 = OpTypeVector %6 2
%34 = OpTypeStruct %33
%35 = OpTypePointer Uniform %34
%36 = OpVariable %35 Uniform
%37 = OpConstant %10 0
%38 = OpTypePointer Uniform %6
%41 = OpConstant %6 1
%63 = OpTypePointer Output %21
%64 = OpVariable %63 Output
%66 = OpConstantComposite %21 %41 %29 %29 %41
%110 = OpUndef %6
%118 = OpUndef %21
%4 = OpFunction %2 None %3
%5 = OpLabel
%53 = OpAccessChain %38 %36 %37 %25
%54 = OpLoad %6 %53
%55 = OpFOrdGreaterThan %19 %54 %41
OpSelectionMerge %57 None
OpBranchConditional %55 %56 %57
%56 = OpLabel
OpBranch %83
%83 = OpLabel
OpLoopMerge %84 %85 None
OpBranch %87
%87 = OpLabel
OpLoopMerge %88 %100 None
OpBranch %91
%91 = OpLabel
%92 = OpAccessChain %26 %23 %25
%93 = OpLoad %6 %92
%94 = OpFOrdLessThan %19 %93 %29
OpSelectionMerge %95 None
OpBranchConditional %94 %96 %95
%96 = OpLabel
OpSelectionMerge %119 None
OpBranchConditional %55 %101 %100
%101 = OpLabel
OpBranch %88
%119 = OpLabel
OpBranch %100
%100 = OpLabel
OpBranch %87
%95 = OpLabel
OpBranch %88
%88 = OpLabel
%113 = OpPhi %6 %41 %101 %110 %95
OpBranch %84
%85 = OpLabel
OpBranch %83
%84 = OpLabel
%107 = OpCompositeInsert %21 %113 %118 1
OpStore %64 %107
OpBranch %57
%57 = OpLabel
OpStore %64 %66
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 255 0 0 255