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#!amber
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# Copyright 2019 Google LLC
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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# A test for a bug found by GraphicsFuzz.
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# Short description: A fragment shader with a for loop condition being always false
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# An always false condition is passed to a for loop inside a function. The test passes if red color is written after the for loop.
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# Optimized using spirv-opt with the following arguments:
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# '--eliminate-dead-branches'
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# '--merge-blocks'
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# '--vector-dce'
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# '--eliminate-dead-branches'
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# '--merge-blocks'
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# '--eliminate-dead-code-aggressive'
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# '--eliminate-local-single-block'
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# '--private-to-local'
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# '--convert-local-access-chains'
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# '--simplify-instructions'
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# '--eliminate-dead-inserts'
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# '--copy-propagate-arrays'
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# '--simplify-instructions'
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# '--eliminate-dead-code-aggressive'
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# '--eliminate-local-multi-store'
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# spirv-opt commit hash: 9559cdbdf011c487f67f89e2d694bd4a18d5c1e0
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SHADER vertex variant_vertex_shader PASSTHROUGH
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# variant_fragment_shader is derived from the following GLSL:
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# #version 310 es
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# precision highp float;
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# layout(location=0) out vec4 color;
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#
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# vec3 drawShape(vec2 pos)
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# {
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# bool c3;
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# c3 = pos.y < 1.0;
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# for(
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# ivec2(8576, 72916);
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# c3;
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# bvec2(false, false)
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# )
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# {
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# return vec3(1.0);
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# }
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# return vec3(1.0);
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# }
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# void main()
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# {
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# drawShape(vec2(1.0));
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# color = vec4(1, 0, 0, 1);
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# }
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SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
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; SPIR-V
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; Version: 1.0
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; Generator: Khronos Glslang Reference Front End; 7
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; Bound: 52
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; Schema: 0
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %4 "main" %47
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OpExecutionMode %4 OriginUpperLeft
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OpSource ESSL 310
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OpName %4 "main"
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OpName %12 "drawShape(vf2;"
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OpName %11 "pos"
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OpName %16 "c3"
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OpName %43 "param"
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OpName %47 "color"
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OpDecorate %47 Location 0
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeVector %6 2
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%8 = OpTypePointer Function %7
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%9 = OpTypeVector %6 3
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%10 = OpTypeFunction %9 %8
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%14 = OpTypeBool
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%15 = OpTypePointer Function %14
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%17 = OpTypeInt 32 0
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%18 = OpConstant %17 1
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%19 = OpTypePointer Function %6
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%22 = OpConstant %6 1
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%35 = OpConstantComposite %9 %22 %22 %22
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%42 = OpConstantComposite %7 %22 %22
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%45 = OpTypeVector %6 4
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%46 = OpTypePointer Output %45
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%47 = OpVariable %46 Output
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%48 = OpConstant %6 0
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%49 = OpConstantComposite %45 %22 %48 %48 %22
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%51 = OpUndef %14
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%43 = OpVariable %8 Function
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OpStore %43 %42
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%44 = OpFunctionCall %9 %12 %43
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OpStore %47 %49
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OpReturn
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OpFunctionEnd
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%12 = OpFunction %9 None %10
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%11 = OpFunctionParameter %8
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%13 = OpLabel
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%16 = OpVariable %15 Function
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%20 = OpAccessChain %19 %11 %18
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%21 = OpLoad %6 %20
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%23 = OpFOrdLessThan %14 %21 %22
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OpStore %16 %23
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OpBranch %29
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%29 = OpLabel
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%50 = OpPhi %14 %23 %13 %51 %32
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OpLoopMerge %31 %32 None
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OpBranchConditional %50 %30 %31
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%30 = OpLabel
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OpReturnValue %35
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%32 = OpLabel
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OpBranch %29
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%31 = OpLabel
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OpReturnValue %35
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OpFunctionEnd
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END
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BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics variant_pipeline
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ATTACH variant_vertex_shader
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ATTACH variant_fragment_shader
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER variant_framebuffer AS color LOCATION 0
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END
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CLEAR_COLOR variant_pipeline 0 0 0 255
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CLEAR variant_pipeline
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RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
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EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255
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