blob: 3265dfbe8200a0622470b351fca6f25c4910a1cd [file] [log] [blame]
#!amber
# Copyright 2020 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: Nested switches with break and discard
# The test passes because the shader always writes red.
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;
#
# void main()
# {
# _GLF_color = vec4(0.0, 0.0, 0.0, 1.0);
#
# switch (int(injectionSwitch.x)) // 0
# {
# case 0:
# switch (1)
# {
# case 1:
# if (gl_FragCoord.y >= 0.0) // Always true.
# {
# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Red.
# break;
# }
# discard;
# }
# case 42:
# break;
# }
# }
SHADER fragment variant_fragment_shader SPIRV-ASM
; SPIR-V
; Version: 1.0
; Generator: Khronos Glslang Reference Front End; 8
; Bound: 47
; 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 %14 "buf0"
OpMemberName %14 0 "injectionSwitch"
OpName %16 ""
OpName %32 "gl_FragCoord"
OpDecorate %9 Location 0
OpMemberDecorate %14 0 Offset 0
OpDecorate %14 Block
OpDecorate %16 DescriptorSet 0
OpDecorate %16 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 0
%11 = OpConstant %6 1
%12 = OpConstantComposite %7 %10 %10 %10 %11
%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
%28 = OpConstant %17 1
%31 = OpTypePointer Input %7
%32 = OpVariable %31 Input
%33 = OpConstant %19 1
%34 = OpTypePointer Input %6
%37 = OpTypeBool
%41 = OpConstantComposite %7 %11 %10 %10 %11
%4 = OpFunction %2 None %3
%5 = OpLabel
OpStore %9 %12
%22 = OpAccessChain %21 %16 %18 %20
%23 = OpLoad %6 %22
%24 = OpConvertFToS %17 %23
OpSelectionMerge %27 None
OpSwitch %24 %27 0 %25 42 %26
%25 = OpLabel
OpSelectionMerge %30 None
OpSwitch %28 %30 1 %29
%29 = OpLabel
%35 = OpAccessChain %34 %32 %33
%36 = OpLoad %6 %35
%38 = OpFOrdGreaterThanEqual %37 %36 %10
OpSelectionMerge %40 None
OpBranchConditional %38 %39 %40
%39 = OpLabel
OpStore %9 %41
OpBranch %30
%40 = OpLabel
OpKill
%30 = OpLabel
OpBranch %26
%26 = OpLabel
OpBranch %27
%27 = 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