blob: fe74d87262f4403360b2bcbd1332a9d09f54cc04 [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 color set in for loop
# The test passes because main always writes the color red.
# Optimized using spirv-opt with the following arguments:
# '--wrap-opkill'
# '--eliminate-dead-branches'
# '--merge-return'
# '--inline-entry-points-exhaustive'
# '--eliminate-dead-functions'
# '--private-to-local'
# '--scalar-replacement=0'
# '--ssa-rewrite'
# '--ccp'
# spirv-opt commit hash: 18b3b94567a9251a6f8491a6d07c4422abadd22c
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;
# };
#
# void main()
# {
# if (injectionSwitch.x > 1.0) // Always false
# {
# for (mat4 tmp1; true;)
# {
# _GLF_color = vec4(0, 0, 0, 1);
# }
# }
# _GLF_color = vec4(1, 0, 0, 1);
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 8
; Bound: 35
; Schema: 0
OpCapability Shader
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %4 "main" %31
OpExecutionMode %4 OriginUpperLeft
OpSource ESSL 310
OpName %4 "main"
OpName %8 "buf0"
OpMemberName %8 0 "injectionSwitch"
OpName %10 ""
OpName %31 "_GLF_color"
OpMemberDecorate %8 0 Offset 0
OpDecorate %8 Block
OpDecorate %10 DescriptorSet 0
OpDecorate %10 Binding 0
OpDecorate %31 Location 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypeStruct %7
%9 = OpTypePointer Uniform %8
%10 = OpVariable %9 Uniform
%11 = OpTypeInt 32 1
%12 = OpConstant %11 0
%13 = OpTypeInt 32 0
%14 = OpConstant %13 0
%15 = OpTypePointer Uniform %6
%18 = OpConstant %6 1
%19 = OpTypeBool
%28 = OpConstantTrue %19
%29 = OpTypeVector %6 4
%30 = OpTypePointer Output %29
%31 = OpVariable %30 Output
%32 = OpConstant %6 0
%33 = OpConstantComposite %29 %32 %32 %32 %18
%34 = OpConstantComposite %29 %18 %32 %32 %18
%4 = OpFunction %2 None %3
%5 = OpLabel
%16 = OpAccessChain %15 %10 %12 %14
%17 = OpLoad %6 %16
%20 = OpFOrdGreaterThan %19 %17 %18
OpSelectionMerge %22 None
OpBranchConditional %20 %21 %22
%21 = OpLabel
OpBranch %23
%23 = OpLabel
OpLoopMerge %25 %26 None
OpBranch %27
%27 = OpLabel
OpBranch %24
%24 = OpLabel
OpStore %31 %33
OpBranch %26
%26 = OpLabel
OpBranch %23
%25 = OpLabel
OpUnreachable
%22 = OpLabel
OpStore %31 %34
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