blob: 40791b9a4ec12cb0732c61b86e152cc5610600ff [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 nested do while
# The test passes because the shader always writes color red. main() writes red and then returns at the end.
# Optimized using spirv-opt with the following arguments:
# '--ccp'
# '--redundancy-elimination'
# '--eliminate-dead-branches'
# '--merge-blocks'
# '--eliminate-dead-branches'
# '--simplify-instructions'
# '--eliminate-dead-branches'
# spirv-opt commit hash: ad7f2c5c4c7f51360e9e079109a9217aa5ba5cc0
SHADER vertex variant_vertex_shader PASSTHROUGH
# variant_fragment_shader is derived from the following GLSL:
# #version 310 es
# precision highp float;
#
# precision highp int;
#
# layout(set = 0, binding = 0) uniform buf0
# {
# vec2 injectionSwitch;
# };
#
# layout(location = 0) out vec4 _GLF_color;
#
# void main()
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
#
# int i = 0;
# if (injectionSwitch.y < 0.0) // Always false
# {
# }
# else
# {
# if (gl_FragCoord.y < -1.0) // Always false
# {
# }
# else
# {
# do
# {
# if (i >= 256) // Always false
# {
# break;
# }
# do
# {
# for (int i = 0; i < 1; i++)
# {
# if (gl_FragCoord.y < -1.0) // Always false
# {
# for (int i = 0; i < 1; i++)
# {
# }
# continue;
# }
# return;
# }
# } while (false);
# } while (false);
# }
# }
# }
SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 7
; Bound: 87
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %9 %32
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %9 "_GLF_color"
OpName %15 "i"
OpName %18 "buf0"
OpMemberName %18 0 "injectionSwitch"
OpName %20 ""
OpName %32 "gl_FragCoord"
OpName %55 "i"
OpName %69 "i"
OpDecorate %9 Location 0
OpMemberDecorate %18 0 Offset 0
OpDecorate %18 Block
OpDecorate %20 DescriptorSet 0
OpDecorate %20 Binding 0
OpDecorate %32 BuiltIn FragCoord
%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 0
%17 = OpTypeVector %6 2
%18 = OpTypeStruct %17
%19 = OpTypePointer Uniform %18
%20 = OpVariable %19 Uniform
%21 = OpTypeInt 32 0
%22 = OpConstant %21 1
%23 = OpTypePointer Uniform %6
%26 = OpTypeBool
%31 = OpTypePointer Input %7
%32 = OpVariable %31 Input
%33 = OpTypePointer Input %6
%36 = OpConstant %6 -1
%46 = OpConstant %13 256
%62 = OpConstant %13 1
%83 = OpConstantFalse %26
%4 = OpFunction %2 None %3
%5 = OpLabel
%15 = OpVariable %14 Function
%55 = OpVariable %14 Function
%69 = OpVariable %14 Function
OpStore %9 %12
OpStore %15 %16
%24 = OpAccessChain %23 %20 %16 %22
%25 = OpLoad %6 %24
%27 = OpFOrdLessThan %26 %25 %11
OpSelectionMerge %29 None
OpBranchConditional %27 %28 %30
%28 = OpLabel
OpBranch %29
%30 = OpLabel
%34 = OpAccessChain %33 %32 %22
%35 = OpLoad %6 %34
%37 = OpFOrdLessThan %26 %35 %36
OpSelectionMerge %39 None
OpBranchConditional %37 %38 %40
%38 = OpLabel
OpBranch %39
%40 = OpLabel
OpBranch %41
%41 = OpLabel
OpLoopMerge %43 %53 None
OpBranch %42
%42 = OpLabel
%45 = OpLoad %13 %15
%47 = OpSGreaterThanEqual %26 %45 %46
OpSelectionMerge %49 None
OpBranchConditional %47 %48 %49
%48 = OpLabel
OpBranch %43
%49 = OpLabel
OpBranch %51
%51 = OpLabel
OpStore %55 %16
OpLoopMerge %84 %58 None
OpBranch %56
%56 = OpLabel
%61 = OpLoad %13 %55
%63 = OpSLessThan %26 %61 %62
OpLoopMerge %85 %72 None
OpBranchConditional %63 %57 %85
%57 = OpLabel
OpSelectionMerge %68 None
OpBranchConditional %37 %67 %68
%67 = OpLabel
OpStore %69 %16
OpBranch %70
%70 = OpLabel
%75 = OpLoad %13 %69
%76 = OpSLessThan %26 %75 %62
OpLoopMerge %86 %71 None
OpBranchConditional %76 %71 %86
%71 = OpLabel
%77 = OpLoad %13 %69
%78 = OpIAdd %13 %77 %62
OpStore %69 %78
OpBranch %70
%86 = OpLabel
OpBranch %72
%72 = OpLabel
%81 = OpLoad %13 %55
%82 = OpIAdd %13 %81 %62
OpStore %55 %82
OpBranch %56
%68 = OpLabel
OpReturn
%85 = OpLabel
OpBranch %58
%58 = OpLabel
OpBranchConditional %83 %51 %84
%84 = OpLabel
OpBranch %53
%53 = OpLabel
OpBranchConditional %83 %41 %43
%43 = OpLabel
OpBranch %39
%39 = OpLabel
OpBranch %29
%29 = OpLabel
OpReturn
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