blob: 706b2540fd02c55311951baec45075290deb629b [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 call, if, while, switch
# The test passes because the fragment shader does some control flow and then writes the color red.
# Optimized using spirv-opt with the following arguments:
# '-O'
# 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;
#
# layout(set = 0, binding = 0) uniform buf0
# {
# vec2 injectionSwitch;
# };
# int data[10];
#
# void merge(int from)
# {
# int i = 1;
# if (1 < data[1])
# {
# i++;
# }
# while (i < 3)
# {
# i++;
# switch (int(injectionSwitch.x))
# {
# case 19:
# from++;
# case 38:
# case 23:
# break;
# case 78:
# _GLF_color = vec4(1.0);
# default:
# 1;
# }
# }
# data[from] = 1;
# }
# void main()
# {
# merge(1);
# _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: 112
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %59
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %18 "data"
OpName %40 "buf0"
OpMemberName %40 0 "injectionSwitch"
OpName %42 ""
OpName %59 "_GLF_color"
OpDecorate %18 RelaxedPrecision
OpMemberDecorate %40 0 Offset 0
OpDecorate %40 Block
OpDecorate %42 DescriptorSet 0
OpDecorate %42 Binding 0
OpDecorate %59 Location 0
OpDecorate %71 RelaxedPrecision
OpDecorate %85 RelaxedPrecision
OpDecorate %95 RelaxedPrecision
OpDecorate %110 RelaxedPrecision
OpDecorate %99 RelaxedPrecision
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeInt 32 1
%7 = OpTypePointer Function %6
%13 = OpConstant %6 1
%14 = OpTypeInt 32 0
%15 = OpConstant %14 10
%16 = OpTypeArray %6 %15
%22 = OpTypeBool
%34 = OpConstant %6 3
%38 = OpTypeFloat 32
%39 = OpTypeVector %38 2
%40 = OpTypeStruct %39
%41 = OpTypePointer Uniform %40
%42 = OpVariable %41 Uniform
%43 = OpConstant %6 0
%44 = OpConstant %14 0
%45 = OpTypePointer Uniform %38
%57 = OpTypeVector %38 4
%58 = OpTypePointer Output %57
%59 = OpVariable %58 Output
%60 = OpConstant %38 1
%61 = OpConstantComposite %57 %60 %60 %60 %60
%67 = OpConstant %38 0
%68 = OpConstantComposite %57 %60 %67 %67 %60
%98 = OpTypePointer Function %16
%109 = OpConstant %6 2
%4 = OpFunction %2 None %3
%5 = OpLabel
%18 = OpVariable %98 Function
%70 = OpAccessChain %7 %18 %13
%71 = OpLoad %6 %70
%72 = OpSLessThan %22 %13 %71
%110 = OpSelect %6 %72 %109 %13
OpBranch %77
%77 = OpLabel
%101 = OpPhi %6 %13 %5 %106 %89
%99 = OpPhi %6 %110 %5 %85 %89
%82 = OpSLessThan %22 %99 %34
OpLoopMerge %78 %89 None
OpBranchConditional %82 %83 %78
%83 = OpLabel
%85 = OpIAdd %6 %99 %13
%86 = OpAccessChain %45 %42 %43 %44
%87 = OpLoad %38 %86
%88 = OpConvertFToS %6 %87
OpSelectionMerge %111 None
OpSwitch %88 %90 19 %91 38 %92 23 %92 78 %93
%90 = OpLabel
OpBranch %89
%91 = OpLabel
%95 = OpIAdd %6 %101 %13
OpBranch %92
%92 = OpLabel
%108 = OpPhi %6 %101 %83 %95 %91
OpBranch %89
%93 = OpLabel
OpStore %59 %61
OpBranch %90
%111 = OpLabel
OpBranch %89
%89 = OpLabel
%106 = OpPhi %6 %101 %90 %108 %92 %43 %111
OpBranch %77
%78 = OpLabel
%97 = OpAccessChain %7 %18 %101
OpStore %97 %13
OpStore %59 %68
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