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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: Fragment shader that writes red despite unreachable loops
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# The test passes because red is written, and the loops inside the if (one of
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# which would be infinite) are dynamically unreachable due to the runtime content
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# of 'injected'.
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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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#
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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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# vec2 injected;
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# };
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#
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# void main()
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# {
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# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
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# if (injected.x > injected.y) {
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# do
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# {
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# }
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# while(false);
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# {
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# for(
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# int m = 1;
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# true;
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# 1
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# )
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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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# }
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# }
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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: 45
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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" %9
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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 %9 "_GLF_color"
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OpName %14 "buf0"
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OpMemberName %14 0 "injected"
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OpName %16 ""
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OpName %37 "m"
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OpDecorate %9 Location 0
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OpMemberDecorate %14 0 Offset 0
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OpDecorate %14 Block
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OpDecorate %16 DescriptorSet 0
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OpDecorate %16 Binding 0
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OpDecorate %37 RelaxedPrecision
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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 4
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%8 = OpTypePointer Output %7
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%9 = OpVariable %8 Output
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%10 = OpConstant %6 1
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%11 = OpConstant %6 0
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%12 = OpConstantComposite %7 %10 %11 %11 %10
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%13 = OpTypeVector %6 2
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%14 = OpTypeStruct %13
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%15 = OpTypePointer Uniform %14
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%16 = OpVariable %15 Uniform
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%17 = OpTypeInt 32 1
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%18 = OpConstant %17 0
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%19 = OpTypeInt 32 0
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%20 = OpConstant %19 0
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%21 = OpTypePointer Uniform %6
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%24 = OpConstant %19 1
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%27 = OpTypeBool
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%35 = OpConstantFalse %27
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%36 = OpTypePointer Function %17
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%38 = OpConstant %17 1
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%44 = OpConstantTrue %27
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%37 = OpVariable %36 Function
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OpStore %9 %12
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%22 = OpAccessChain %21 %16 %18 %20
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%23 = OpLoad %6 %22
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%25 = OpAccessChain %21 %16 %18 %24
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%26 = OpLoad %6 %25
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%28 = OpFOrdGreaterThan %27 %23 %26
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OpSelectionMerge %30 None
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OpBranchConditional %28 %29 %30
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%29 = OpLabel
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OpBranch %31
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%31 = OpLabel
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OpLoopMerge %33 %34 None
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OpBranch %32
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%32 = OpLabel
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OpBranch %34
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%34 = OpLabel
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OpBranchConditional %35 %31 %33
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%33 = OpLabel
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OpStore %37 %38
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OpBranch %39
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%39 = OpLabel
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OpLoopMerge %41 %42 None
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OpBranch %43
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%43 = OpLabel
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OpBranchConditional %44 %40 %41
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%40 = OpLabel
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OpStore %9 %12
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OpBranch %42
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%42 = OpLabel
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OpBranch %39
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%41 = OpLabel
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OpBranch %30
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%30 = 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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# resolution
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BUFFER variant_resolution DATA_TYPE vec2<float> DATA
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0.0 1.0
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END
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics gfz_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 framebuffer AS color LOCATION 0
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BIND BUFFER variant_resolution AS uniform DESCRIPTOR_SET 0 BINDING 0
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END
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CLEAR_COLOR gfz_pipeline 0 0 0 255
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CLEAR gfz_pipeline
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RUN gfz_pipeline DRAW_RECT POS 0 0 SIZE 256 256
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EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGB 255 0 0
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