blob: ac6a09829507f4b6daa2621a92647b52203a76e1 [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 for loop condition being always false
# An always false condition is passed to a for loop inside a function. The test passes if red color is written after the for loop.
# Optimized using spirv-opt with the following arguments:
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--vector-dce'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--eliminate-dead-code-aggressive'
# '--eliminate-local-single-block'
# '--private-to-local'
# '--convert-local-access-chains'
# '--simplify-instructions'
# '--eliminate-dead-inserts'
# '--copy-propagate-arrays'
# '--simplify-instructions'
# '--eliminate-dead-code-aggressive'
# '--eliminate-local-multi-store'
# spirv-opt commit hash: 9559cdbdf011c487f67f89e2d694bd4a18d5c1e0
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 color;
#
# vec3 drawShape(vec2 pos)
# {
# bool c3;
# c3 = pos.y < 1.0;
# for(
# ivec2(8576, 72916);
# c3;
# bvec2(false, false)
# )
# {
# return vec3(1.0);
# }
# return vec3(1.0);
# }
# void main()
# {
# drawShape(vec2(1.0));
# color = vec4(1, 0, 0, 1);
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 52
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %47
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %12 "drawShape(vf2;"
OpName %11 "pos"
OpName %16 "c3"
OpName %43 "param"
OpName %47 "color"
OpDecorate %47 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Function %7
%9 = OpTypeVector %6 3
%10 = OpTypeFunction %9 %8
%14 = OpTypeBool
%15 = OpTypePointer Function %14
%17 = OpTypeInt 32 0
%18 = OpConstant %17 1
%19 = OpTypePointer Function %6
%22 = OpConstant %6 1
%35 = OpConstantComposite %9 %22 %22 %22
%42 = OpConstantComposite %7 %22 %22
%45 = OpTypeVector %6 4
%46 = OpTypePointer Output %45
%47 = OpVariable %46 Output
%48 = OpConstant %6 0
%49 = OpConstantComposite %45 %22 %48 %48 %22
%51 = OpUndef %14
%4 = OpFunction %2 None %3
%5 = OpLabel
%43 = OpVariable %8 Function
OpStore %43 %42
%44 = OpFunctionCall %9 %12 %43
OpStore %47 %49
OpReturn
OpFunctionEnd
%12 = OpFunction %9 None %10
%11 = OpFunctionParameter %8
%13 = OpLabel
%16 = OpVariable %15 Function
%20 = OpAccessChain %19 %11 %18
%21 = OpLoad %6 %20
%23 = OpFOrdLessThan %14 %21 %22
OpStore %16 %23
OpBranch %29
%29 = OpLabel
%50 = OpPhi %14 %23 %13 %51 %32
OpLoopMerge %31 %32 None
OpBranchConditional %50 %30 %31
%30 = OpLabel
OpReturnValue %35
%32 = OpLabel
OpBranch %29
%31 = OpLabel
OpReturnValue %35
OpFunctionEnd
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
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