blob: bda5d738f265d591f91f8c540283150083c188e7 [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 unreachable continue statement
# The test passes because the shader always writes the color red.
# Optimized using spirv-opt with the following arguments:
# '--eliminate-local-single-store'
# '--simplify-instructions'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--combine-access-chains'
# '--vector-dce'
# '--eliminate-dead-branches'
# 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;
# };
# vec3 computeColor()
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
#
# for (
# int _injected_loop_counter = 1;
# true;
# 1)
# {
# if (injectionSwitch.x > 1.0) // Always false
# {
# if (injectionSwitch.x > 1.0)
# {
# }
# continue;
# }
# return vec3(1.0);
# }
# return vec3(1.0);
# }
# void main()
# {
# computeColor();
# }
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" %13
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "computeColor("
OpName %13 "_GLF_color"
OpName %19 "_injected_loop_counter"
OpName %29 "buf0"
OpMemberName %29 0 "injectionSwitch"
OpName %31 ""
OpDecorate %13 Location 0
OpDecorate %19 RelaxedPrecision
OpMemberDecorate %29 0 Offset 0
OpDecorate %29 Block
OpDecorate %31 DescriptorSet 0
OpDecorate %31 Binding 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 3
%8 = OpTypeFunction %7
%11 = OpTypeVector %6 4
%12 = OpTypePointer Output %11
%13 = OpVariable %12 Output
%14 = OpConstant %6 1
%15 = OpConstant %6 0
%16 = OpConstantComposite %11 %14 %15 %15 %14
%17 = OpTypeInt 32 1
%18 = OpTypePointer Function %17
%20 = OpConstant %17 1
%26 = OpTypeBool
%27 = OpConstantTrue %26
%28 = OpTypeVector %6 2
%29 = OpTypeStruct %28
%30 = OpTypePointer Uniform %29
%31 = OpVariable %30 Uniform
%32 = OpConstant %17 0
%33 = OpTypeInt 32 0
%34 = OpConstant %33 0
%35 = OpTypePointer Uniform %6
%47 = OpConstantComposite %7 %14 %14 %14
%4 = OpFunction %2 None %3
%5 = OpLabel
%51 = OpFunctionCall %7 %9
OpReturn
OpFunctionEnd
%9 = OpFunction %7 None %8
%10 = OpLabel
%19 = OpVariable %18 Function
OpStore %13 %16
OpStore %19 %20
OpBranch %21
%21 = OpLabel
OpLoopMerge %23 %45 None
OpBranch %22
%22 = OpLabel
%36 = OpAccessChain %35 %31 %32 %34
%37 = OpLoad %6 %36
%38 = OpFOrdGreaterThan %26 %37 %14
OpSelectionMerge %40 None
OpBranchConditional %38 %39 %40
%39 = OpLabel
%41 = OpAccessChain %35 %31 %32 %34
%42 = OpLoad %6 %41
%43 = OpFOrdGreaterThan %26 %42 %14
OpSelectionMerge %45 None
OpBranchConditional %43 %44 %45
%44 = OpLabel
OpBranch %45
%45 = OpLabel
OpBranch %21
%40 = OpLabel
OpReturnValue %47
%23 = OpLabel
OpUnreachable
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