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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 switch and some data flow
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# Checks that all pixels are red.
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# Passes because main always writes red to _GLF_color.
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# Optimized using spirv-opt with the following arguments:
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# '-Os'
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# Derived from the following GLSL.
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# Fragment shader GLSL:
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# #version 310 es
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#
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# precision highp float;
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#
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# layout(location = 0) out vec4 _GLF_color;
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#
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# layout(set = 0, binding = 0) uniform buf0
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# {
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# vec2 injectionSwitch;
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# };
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#
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# void main()
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# {
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# float data[2];
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# data[0] = injectionSwitch.x;
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# data[1] = injectionSwitch.x;
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#
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# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
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#
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# if (data[1] > 1.0)
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# {
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# switch (int(injectionSwitch.x))
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# {
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# case 0:
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# float temp = 1.0;
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# case 1:
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# data[int(injectionSwitch.x)] = temp;
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# _GLF_color = vec4(0.0, 0.0, 0.0, 0.0);
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# default:
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# break;
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# }
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# }
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# }
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SHADER vertex variant_vertex_shader PASSTHROUGH
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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: 58
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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" %30
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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 %11 "data"
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OpName %15 "buf0"
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OpMemberName %15 0 "injectionSwitch"
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OpName %17 ""
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OpName %30 "_GLF_color"
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OpMemberDecorate %15 0 Offset 0
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OpDecorate %15 Block
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OpDecorate %17 DescriptorSet 0
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OpDecorate %17 Binding 0
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OpDecorate %30 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 = OpTypeInt 32 0
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%8 = OpConstant %7 2
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%9 = OpTypeArray %6 %8
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%10 = OpTypePointer Function %9
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%12 = OpTypeInt 32 1
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%13 = OpConstant %12 0
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%14 = OpTypeVector %6 2
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%15 = OpTypeStruct %14
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%16 = OpTypePointer Uniform %15
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%17 = OpVariable %16 Uniform
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%18 = OpConstant %7 0
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%19 = OpTypePointer Uniform %6
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%22 = OpTypePointer Function %6
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%24 = OpConstant %12 1
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%28 = OpTypeVector %6 4
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%29 = OpTypePointer Output %28
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%30 = OpVariable %29 Output
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%31 = OpConstant %6 1
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%32 = OpConstant %6 0
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%33 = OpConstantComposite %28 %31 %32 %32 %31
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%36 = OpTypeBool
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%53 = OpConstantComposite %28 %32 %32 %32 %32
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%57 = OpUndef %6
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%11 = OpVariable %10 Function
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%20 = OpAccessChain %19 %17 %13 %18
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%21 = OpLoad %6 %20
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%23 = OpAccessChain %22 %11 %13
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OpStore %23 %21
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%27 = OpAccessChain %22 %11 %24
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OpStore %27 %21
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OpStore %30 %33
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%35 = OpLoad %6 %27
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%37 = OpFOrdGreaterThan %36 %35 %31
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OpSelectionMerge %39 None
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OpBranchConditional %37 %38 %39
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%38 = OpLabel
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%42 = OpConvertFToS %12 %21
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OpSelectionMerge %45 None
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OpSwitch %42 %45 0 %43 1 %44
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%45 = OpLabel
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OpBranch %39
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%43 = OpLabel
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OpBranch %44
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%44 = OpLabel
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%56 = OpPhi %6 %57 %38 %31 %43
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%52 = OpAccessChain %22 %11 %42
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OpStore %52 %56
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OpStore %30 %53
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OpBranch %45
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%39 = OpLabel
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OpReturn
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OpFunctionEnd
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END
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# uniforms for variant
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# injectionSwitch
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BUFFER variant_injectionSwitch DATA_TYPE vec2<float> DATA
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0.0 1.0
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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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BIND BUFFER variant_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 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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