blob: de1cee5427b2096b5b21e7585d038556a7469db5 [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 two ifs and return/continue inside a for loop
# The test passes because the shader always writes the color red.
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()
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
# for(
# int i = 1;
# i < 2;
# ++i
# )
# {
# if(gl_FragCoord.y < 0.0)
# {
# if(gl_FragCoord.x < 0.0)
# {
# _GLF_color = vec4(226.696, 1.0, 1.0, 1.0);
# }
# continue;
# }
# return;
# }
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 48
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %9 %27
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "_GLF_color"
OpName %15 "i"
OpName %27 "gl_FragCoord"
OpDecorate %9 Location 0
OpDecorate %15 RelaxedPrecision
OpDecorate %22 RelaxedPrecision
OpDecorate %27 BuiltIn FragCoord
OpDecorate %46 RelaxedPrecision
OpDecorate %47 RelaxedPrecision
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 4
%8 = OpTypePointer Output %7
%9 = OpVariable %8 Output
%10 = OpConstant %6 1
%11 = OpConstant %6 0
%12 = OpConstantComposite %7 %10 %11 %11 %10
%13 = OpTypeInt 32 1
%14 = OpTypePointer Function %13
%16 = OpConstant %13 1
%23 = OpConstant %13 2
%24 = OpTypeBool
%26 = OpTypePointer Input %7
%27 = OpVariable %26 Input
%28 = OpTypeInt 32 0
%29 = OpConstant %28 1
%30 = OpTypePointer Input %6
%36 = OpConstant %28 0
%42 = OpConstant %6 226.695999
%43 = OpConstantComposite %7 %42 %10 %10 %10
%4 = OpFunction %2 None %3
%5 = OpLabel
%15 = OpVariable %14 Function
OpStore %9 %12
OpStore %15 %16
OpBranch %17
%17 = OpLabel
OpLoopMerge %19 %20 None
OpBranch %21
%21 = OpLabel
%22 = OpLoad %13 %15
%25 = OpSLessThan %24 %22 %23
OpBranchConditional %25 %18 %19
%18 = OpLabel
%31 = OpAccessChain %30 %27 %29
%32 = OpLoad %6 %31
%33 = OpFOrdLessThan %24 %32 %11
OpSelectionMerge %35 None
OpBranchConditional %33 %34 %35
%34 = OpLabel
%37 = OpAccessChain %30 %27 %36
%38 = OpLoad %6 %37
%39 = OpFOrdLessThan %24 %38 %11
OpSelectionMerge %41 None
OpBranchConditional %39 %40 %41
%40 = OpLabel
OpStore %9 %43
OpBranch %41
%41 = OpLabel
OpBranch %20
%35 = OpLabel
OpReturn
%20 = OpLabel
%46 = OpLoad %13 %15
%47 = OpIAdd %13 %46 %16
OpStore %15 %47
OpBranch %17
%19 = 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