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#!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 uv value comparison as boolean
# The test passes because the shader always writes the color red.
# Optimized using spirv-opt with the following arguments:
# '--scalar-replacement=100'
# '--vector-dce'
# '--redundancy-elimination'
# '--ccp'
# '--redundancy-elimination'
# '--copy-propagate-arrays'
# '--eliminate-dead-code-aggressive'
# '--redundancy-elimination'
# '--vector-dce'
# '--inline-entry-points-exhaustive'
# '--private-to-local'
# '--if-conversion'
# '--if-conversion'
# '--eliminate-dead-code-aggressive'
# '--if-conversion'
# '--simplify-instructions'
# '--eliminate-local-multi-store'
# spirv-opt commit hash: ad7f2c5c4c7f51360e9e079109a9217aa5ba5cc0
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;
#
# void main()
# {
# vec2 uv;
# bool c1 = uv.y < 0.25;
#
# for (int i = 0; i < 1; i++)
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Writes the color red
# return;
# }
# if (c1)
# {
# 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: 49
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %34
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "c1"
OpName %12 "uv"
OpName %22 "i"
OpName %34 "_GLF_color"
OpDecorate %22 RelaxedPrecision
OpDecorate %34 Location 0
OpDecorate %39 RelaxedPrecision
OpDecorate %40 RelaxedPrecision
OpDecorate %45 RelaxedPrecision
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeBool
%7 = OpTypePointer Function %6
%9 = OpTypeFloat 32
%10 = OpTypeVector %9 2
%11 = OpTypePointer Function %10
%13 = OpTypeInt 32 0
%14 = OpConstant %13 1
%15 = OpTypePointer Function %9
%18 = OpConstant %9 0.25
%20 = OpTypeInt 32 1
%21 = OpTypePointer Function %20
%23 = OpConstant %20 0
%30 = OpConstant %20 1
%32 = OpTypeVector %9 4
%33 = OpTypePointer Output %32
%34 = OpVariable %33 Output
%35 = OpConstant %9 1
%36 = OpConstant %9 0
%37 = OpConstantComposite %32 %35 %36 %36 %35
%47 = OpUndef %20
%48 = OpUndef %6
%4 = OpFunction %2 None %3
%5 = OpLabel
%8 = OpVariable %7 Function
%12 = OpVariable %11 Function
%22 = OpVariable %21 Function
%16 = OpAccessChain %15 %12 %14
%17 = OpLoad %9 %16
%19 = OpFOrdLessThan %6 %17 %18
OpStore %8 %19
OpStore %22 %23
OpBranch %24
%24 = OpLabel
%46 = OpPhi %6 %19 %5 %48 %27
%45 = OpPhi %20 %23 %5 %47 %27
OpLoopMerge %26 %27 None
OpBranch %28
%28 = OpLabel
%31 = OpSLessThan %6 %45 %30
OpBranchConditional %31 %25 %26
%25 = OpLabel
OpStore %34 %37
OpReturn
%27 = OpLabel
%39 = OpLoad %20 %22
%40 = OpIAdd %20 %39 %30
OpStore %22 %40
OpBranch %24
%26 = OpLabel
OpSelectionMerge %43 None
OpBranchConditional %46 %42 %43
%42 = OpLabel
OpReturn
%43 = OpLabel
OpReturn
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