blob: 15ba532bd8fdf20246618cc811eae0620480ef26 [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 nested do while and undefined int
# The test passes because the shader always writes color red. performPartition() writes the color red and then always returns early.
# Optimized using spirv-opt with the following arguments:
# '--if-conversion'
# '--redundancy-elimination'
# '--eliminate-local-multi-store'
# '--ccp'
# '--eliminate-local-multi-store'
# '--eliminate-dead-inserts'
# '--ccp'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--eliminate-dead-inserts'
# '--ccp'
# '--eliminate-dead-branches'
# '--private-to-local'
# '--eliminate-dead-branches'
# 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;
#
# layout(set = 0, binding = 0) uniform buf0
# {
# vec2 injectionSwitch;
# };
#
# int performPartition()
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
# int i;
# do
# {
# if (injectionSwitch.y < 0.0) // Always false
# {
# }
# else
# {
# for (int GLF_live0i = 0; GLF_live0i < 1; GLF_live0i++)
# {
# if (injectionSwitch.y < 0.0) // Always false
# {
# break;
# }
# return 1; // We always return here. The code below is never executed.
# }
# if (injectionSwitch.y < 0.0)
# {
# do
# {
# return 1;
# } while (false);
# }
# }
# } while (false);
# return i;
# }
#
# void main()
# {
# performPartition();
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 80
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %13
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "performPartition("
OpName %13 "_GLF_color"
OpName %22 "buf0"
OpMemberName %22 0 "injectionSwitch"
OpName %24 ""
OpName %37 "GLF_live0i"
OpName %66 "i"
OpDecorate %8 RelaxedPrecision
OpDecorate %13 Location 0
OpMemberDecorate %22 0 Offset 0
OpDecorate %22 Block
OpDecorate %24 DescriptorSet 0
OpDecorate %24 Binding 0
OpDecorate %37 RelaxedPrecision
OpDecorate %66 RelaxedPrecision
OpDecorate %70 RelaxedPrecision
OpDecorate %73 RelaxedPrecision
OpDecorate %72 RelaxedPrecision
OpDecorate %73 RelaxedPrecision
OpDecorate %73 RelaxedPrecision
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeInt 32 1
%7 = OpTypeFunction %6
%10 = OpTypeFloat 32
%11 = OpTypeVector %10 4
%12 = OpTypePointer Output %11
%13 = OpVariable %12 Output
%14 = OpConstant %10 1
%15 = OpConstant %10 0
%16 = OpConstantComposite %11 %14 %15 %15 %14
%21 = OpTypeVector %10 2
%22 = OpTypeStruct %21
%23 = OpTypePointer Uniform %22
%24 = OpVariable %23 Uniform
%25 = OpConstant %6 0
%26 = OpTypeInt 32 0
%27 = OpConstant %26 1
%28 = OpTypePointer Uniform %10
%31 = OpTypeBool
%36 = OpTypePointer Function %6
%44 = OpConstant %6 1
%65 = OpConstantFalse %31
%74 = OpUndef %6
%78 = OpConstantTrue %31
%4 = OpFunction %2 None %3
%5 = OpLabel
%70 = OpFunctionCall %6 %8
OpReturn
OpFunctionEnd
%8 = OpFunction %6 None %7
%9 = OpLabel
%37 = OpVariable %36 Function
%66 = OpVariable %36 Function
OpStore %13 %16
OpBranch %17
%17 = OpLabel
%73 = OpPhi %6 %74 %9 %72 %34
OpLoopMerge %19 %34 None
OpBranch %18
%18 = OpLabel
%29 = OpAccessChain %28 %24 %25 %27
%30 = OpLoad %10 %29
%32 = OpFOrdLessThan %31 %30 %15
OpSelectionMerge %79 None
OpBranchConditional %32 %33 %35
%35 = OpLabel
OpStore %37 %25
OpBranch %38
%38 = OpLabel
%45 = OpSLessThan %31 %25 %44
OpLoopMerge %49 %41 None
OpBranch %39
%39 = OpLabel
OpSelectionMerge %50 None
OpBranchConditional %32 %49 %50
%49 = OpLabel
OpSelectionMerge %59 None
OpBranchConditional %32 %58 %59
%50 = OpLabel
OpReturnValue %44
%41 = OpLabel
OpBranch %38
%58 = OpLabel
OpBranch %60
%60 = OpLabel
OpLoopMerge %62 %63 None
OpBranch %61
%61 = OpLabel
OpReturnValue %44
%63 = OpLabel
OpBranch %60
%62 = OpLabel
OpUnreachable
%59 = OpLabel
OpBranch %34
%33 = OpLabel
OpBranch %34
%79 = OpLabel
OpBranch %34
%34 = OpLabel
%72 = OpPhi %6 %73 %33 %73 %59 %25 %79
OpBranchConditional %65 %17 %19
%19 = OpLabel
OpReturnValue %72
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