blob: 449b2c5433aedd32b80a6ab3015235fb5a9fd1ea [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 switch inside while always return
# The test passes because main 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
# {
# float zero;
# };
#
# int merge()
# {
# if (zero < 0.0)
# {
# return 0;
# }
# }
#
# void main()
# {
# _GLF_color = vec4(1, 0, 0, 1);
# do
# {
# switch (int(zero))
# {
# case 0:
# return; // We always end up here
# }
# } while (false);
#
# int res = merge();
# _GLF_color = vec4(int(res));
# }
SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 8
; Bound: 48
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %27
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "merge("
OpName %11 "buf0"
OpMemberName %11 0 "zero"
OpName %13 ""
OpName %27 "_GLF_color"
OpName %43 "res"
OpDecorate %8 RelaxedPrecision
OpMemberDecorate %11 0 Offset 0
OpDecorate %11 Block
OpDecorate %13 DescriptorSet 0
OpDecorate %13 Binding 0
OpDecorate %27 Location 0
OpDecorate %43 RelaxedPrecision
OpDecorate %44 RelaxedPrecision
OpDecorate %45 RelaxedPrecision
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeInt 32 1
%7 = OpTypeFunction %6
%10 = OpTypeFloat 32
%11 = OpTypeStruct %10
%12 = OpTypePointer Uniform %11
%13 = OpVariable %12 Uniform
%14 = OpConstant %6 0
%15 = OpTypePointer Uniform %10
%18 = OpConstant %10 0
%19 = OpTypeBool
%25 = OpTypeVector %10 4
%26 = OpTypePointer Output %25
%27 = OpVariable %26 Output
%28 = OpConstant %10 1
%29 = OpConstantComposite %25 %28 %18 %18 %28
%41 = OpConstantFalse %19
%42 = OpTypePointer Function %6
%4 = OpFunction %2 None %3
%5 = OpLabel
%43 = OpVariable %42 Function
OpStore %27 %29
OpBranch %30
%30 = OpLabel
OpLoopMerge %32 %33 None
OpBranch %31
%31 = OpLabel
%34 = OpAccessChain %15 %13 %14
%35 = OpLoad %10 %34
%36 = OpConvertFToS %6 %35
OpSelectionMerge %38 None
OpSwitch %36 %38 0 %37
%37 = OpLabel
OpReturn
%38 = OpLabel
OpBranch %33
%33 = OpLabel
OpBranchConditional %41 %30 %32
%32 = OpLabel
%44 = OpFunctionCall %6 %8
OpStore %43 %44
%45 = OpLoad %6 %43
%46 = OpConvertSToF %10 %45
%47 = OpCompositeConstruct %25 %46 %46 %46 %46
OpStore %27 %47
OpReturn
OpFunctionEnd
%8 = OpFunction %6 None %7
%9 = OpLabel
%16 = OpAccessChain %15 %13 %14
%17 = OpLoad %10 %16
%20 = OpFOrdLessThan %19 %17 %18
OpSelectionMerge %22 None
OpBranchConditional %20 %21 %22
%21 = OpLabel
OpReturnValue %14
%22 = OpLabel
%24 = OpUndef %6
OpReturnValue %24
OpFunctionEnd
END
# uniforms for variant
# zero
BUFFER variant_zero DATA_TYPE float DATA
0.0
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_zero 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