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#!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: Fragment shader that writes red despite unreachable loops
# The test passes because red is written, and the loops inside the if (one of
# which would be infinite) are dynamically unreachable due to the runtime content
# of 'injected'.
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 injected;
# };
#
# void main()
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
# if (injected.x > injected.y) {
# do
# {
# }
# while(false);
# {
# for(
# int m = 1;
# true;
# 1
# )
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
# }
# }
# }
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 45
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %9
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "_GLF_color"
OpName %14 "buf0"
OpMemberName %14 0 "injected"
OpName %16 ""
OpName %37 "m"
OpDecorate %9 Location 0
OpMemberDecorate %14 0 Offset 0
OpDecorate %14 Block
OpDecorate %16 DescriptorSet 0
OpDecorate %16 Binding 0
OpDecorate %37 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 = OpTypeVector %6 2
%14 = OpTypeStruct %13
%15 = OpTypePointer Uniform %14
%16 = OpVariable %15 Uniform
%17 = OpTypeInt 32 1
%18 = OpConstant %17 0
%19 = OpTypeInt 32 0
%20 = OpConstant %19 0
%21 = OpTypePointer Uniform %6
%24 = OpConstant %19 1
%27 = OpTypeBool
%35 = OpConstantFalse %27
%36 = OpTypePointer Function %17
%38 = OpConstant %17 1
%44 = OpConstantTrue %27
%4 = OpFunction %2 None %3
%5 = OpLabel
%37 = OpVariable %36 Function
OpStore %9 %12
%22 = OpAccessChain %21 %16 %18 %20
%23 = OpLoad %6 %22
%25 = OpAccessChain %21 %16 %18 %24
%26 = OpLoad %6 %25
%28 = OpFOrdGreaterThan %27 %23 %26
OpSelectionMerge %30 None
OpBranchConditional %28 %29 %30
%29 = OpLabel
OpBranch %31
%31 = OpLabel
OpLoopMerge %33 %34 None
OpBranch %32
%32 = OpLabel
OpBranch %34
%34 = OpLabel
OpBranchConditional %35 %31 %33
%33 = OpLabel
OpStore %37 %38
OpBranch %39
%39 = OpLabel
OpLoopMerge %41 %42 None
OpBranch %43
%43 = OpLabel
OpBranchConditional %44 %40 %41
%40 = OpLabel
OpStore %9 %12
OpBranch %42
%42 = OpLabel
OpBranch %39
%41 = OpLabel
OpBranch %30
%30 = OpLabel
OpReturn
OpFunctionEnd
END
# uniforms for variant
# resolution
BUFFER variant_resolution DATA_TYPE vec2<float> DATA
0.0 1.0
END
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
PIPELINE graphics gfz_pipeline
ATTACH variant_vertex_shader
ATTACH variant_fragment_shader
FRAMEBUFFER_SIZE 256 256
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER variant_resolution AS uniform DESCRIPTOR_SET 0 BINDING 0
END
CLEAR_COLOR gfz_pipeline 0 0 0 255
CLEAR gfz_pipeline
RUN gfz_pipeline DRAW_RECT POS 0 0 SIZE 256 256
EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGB 255 0 0