blob: 3cc1c1a607304ff67ce0d7e5194d3f3fba5ea40a [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, if, and discard
# The test passes because the shader always writes the color red;
# the switch is always skipped.
SHADER vertex variant_vertex_shader PASSTHROUGH
# variant_fragment_shader is derived from the following GLSL:
# #version 310 es
# precision highp float;
#
# layout(set = 0, binding = 0) uniform buf0
# {
# vec2 injectionSwitch;
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# switch (int(injectionSwitch.y)) // always 1
# {
# case -1:
# if (injectionSwitch.y > injectionSwitch.x)
# {
# discard;
# }
# }
# _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: 38
; 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 "buf0"
OpMemberName %8 0 "injectionSwitch"
OpName %10 ""
OpName %34 "_GLF_color"
OpMemberDecorate %8 0 Offset 0
OpDecorate %8 Block
OpDecorate %10 DescriptorSet 0
OpDecorate %10 Binding 0
OpDecorate %34 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypeStruct %7
%9 = OpTypePointer Uniform %8
%10 = OpVariable %9 Uniform
%11 = OpTypeInt 32 1
%12 = OpConstant %11 0
%13 = OpTypeInt 32 0
%14 = OpConstant %13 1
%15 = OpTypePointer Uniform %6
%23 = OpConstant %13 0
%26 = OpTypeBool
%32 = OpTypeVector %6 4
%33 = OpTypePointer Output %32
%34 = OpVariable %33 Output
%35 = OpConstant %6 1
%36 = OpConstant %6 0
%37 = OpConstantComposite %32 %35 %36 %36 %35
%4 = OpFunction %2 None %3
%5 = OpLabel
%16 = OpAccessChain %15 %10 %12 %14
%17 = OpLoad %6 %16
%18 = OpConvertFToS %11 %17
OpSelectionMerge %20 None
OpSwitch %18 %20 -1 %19
%19 = OpLabel
%21 = OpAccessChain %15 %10 %12 %14
%22 = OpLoad %6 %21
%24 = OpAccessChain %15 %10 %12 %23
%25 = OpLoad %6 %24
%27 = OpFOrdGreaterThan %26 %22 %25
OpSelectionMerge %29 None
OpBranchConditional %27 %28 %29
%28 = OpLabel
OpKill
%29 = OpLabel
OpBranch %20
%20 = OpLabel
OpStore %34 %37
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