blob: af5dce9f24ed5e104b2a7318b10519d5ffca75ae [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 an always false if.
# The test passes because the shader always writes color red.
# Function brick() writes red in the beginning and returns in the end.
# Optimized using spirv-opt with the following arguments:
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--inline-entry-points-exhaustive'
# '--scalar-replacement=100'
# '--eliminate-local-single-block'
# '--eliminate-local-single-block'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--eliminate-dead-code-aggressive'
# '--eliminate-dead-branches'
# '--convert-local-access-chains'
# '--scalar-replacement=100'
# '--reduce-load-size'
# '--scalar-replacement=100'
# '--redundancy-elimination'
# '--convert-local-access-chains'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--eliminate-dead-branches'
# '--vector-dce'
# '--eliminate-local-single-block'
# '--private-to-local'
# '--copy-propagate-arrays'
# '--eliminate-dead-branches'
# '--redundancy-elimination'
# '--vector-dce'
# '--scalar-replacement=100'
# '--eliminate-local-multi-store'
# '--scalar-replacement=100'
# '--redundancy-elimination'
# '--redundancy-elimination'
# '--copy-propagate-arrays'
# spirv-opt commit hash: 6b072126595dd8c2448eb1fda616251c5e6d7079
SHADER vertex variant_vertex_shader PASSTHROUGH
# variant_fragment_shader is derived from the following GLSL:
# #version 310 es
# precision highp float;
#
# layout(set = 0, binding = 0) uniform buf0
# {
# vec2 injectionSwitch;
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# vec2 brick(vec2 uv)
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
#
# int a;
# do
# {
# if (injectionSwitch.y < 0.0) // Always false
# {
# return vec2(1.0);
# }
# uv.y -= 1.0;
# } while (false);
#
# uv.y -= 1.0;
# return vec2(1.0);
# }
#
# void main()
# {
# brick(vec2(1.0));
# }
SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 54
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %15
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %11 "brick(vf2;"
OpName %10 "uv"
OpName %15 "_GLF_color"
OpName %23 "buf0"
OpMemberName %23 0 "injectionSwitch"
OpName %25 ""
OpName %51 "param"
OpDecorate %15 Location 0
OpMemberDecorate %23 0 Offset 0
OpDecorate %23 Block
OpDecorate %25 DescriptorSet 0
OpDecorate %25 Binding 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Function %7
%9 = OpTypeFunction %7 %8
%13 = OpTypeVector %6 4
%14 = OpTypePointer Output %13
%15 = OpVariable %14 Output
%16 = OpConstant %6 1
%17 = OpConstant %6 0
%18 = OpConstantComposite %13 %16 %17 %17 %16
%23 = OpTypeStruct %7
%24 = OpTypePointer Uniform %23
%25 = OpVariable %24 Uniform
%26 = OpTypeInt 32 1
%27 = OpConstant %26 0
%28 = OpTypeInt 32 0
%29 = OpConstant %28 1
%30 = OpTypePointer Uniform %6
%33 = OpTypeBool
%37 = OpConstantComposite %7 %16 %16
%39 = OpTypePointer Function %6
%44 = OpConstantFalse %33
%4 = OpFunction %2 None %3
%5 = OpLabel
%51 = OpVariable %8 Function
OpStore %51 %37
%52 = OpFunctionCall %7 %11 %51
OpReturn
OpFunctionEnd
%11 = OpFunction %7 None %9
%10 = OpFunctionParameter %8
%12 = OpLabel
OpStore %15 %18
OpBranch %19
%19 = OpLabel
OpLoopMerge %21 %36 None
OpBranch %20
%20 = OpLabel
%31 = OpAccessChain %30 %25 %27 %29
%32 = OpLoad %6 %31
%34 = OpFOrdLessThan %33 %32 %17
OpSelectionMerge %53 None
OpBranchConditional %34 %35 %36
%35 = OpLabel
OpReturnValue %37
%53 = OpLabel
OpBranch %36
%36 = OpLabel
%40 = OpAccessChain %39 %10 %29
%41 = OpLoad %6 %40
%42 = OpFSub %6 %41 %16
OpStore %40 %42
OpBranchConditional %44 %19 %21
%21 = OpLabel
%46 = OpLoad %6 %40
%47 = OpFSub %6 %46 %16
OpStore %40 %47
OpReturnValue %37
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