203 lines
6.0 KiB
Plaintext
203 lines
6.0 KiB
Plaintext
#!amber
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# Copyright 2020 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 switch cases that fall through
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# The test passes because shader always writes red.
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# Optimized using spirv-opt with the following arguments:
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# '--ccp'
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# '--eliminate-local-single-block'
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# '--combine-access-chains'
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# '--copy-propagate-arrays'
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# '--eliminate-local-single-store'
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# '--eliminate-local-multi-store'
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# '--eliminate-local-single-block'
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# '--private-to-local'
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# spirv-opt commit hash: ab7ac60f14ae66006bed5c989a2cfd4c4881704c
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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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# precision highp int;
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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 injectionSwitch;
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# };
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#
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# void main()
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# {
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# for(int i = 0; i < 2 + int(injectionSwitch.x); i++)
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# {
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# int value = i;
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# float y = 0.5;
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#
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# switch(value)
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# {
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# case 0:
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# y += 0.5;
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# // Always falls through.
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# case 1:
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# y = clamp(1.0, 0.5, y);
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# // Always falls through.
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# case 2:
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# default:
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# // Always ends up here.
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# // Always true.
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# if (y == 1.0)
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# {
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# _GLF_color = vec4(value + 1, 0, 0, 1);
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# return;
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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; 8
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; Bound: 66
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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" %52
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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 %8 "i"
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OpName %19 "buf0"
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OpMemberName %19 0 "injectionSwitch"
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OpName %21 ""
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OpName %31 "value"
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OpName %34 "y"
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OpName %52 "_GLF_color"
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OpMemberDecorate %19 0 Offset 0
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OpDecorate %19 Block
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OpDecorate %21 DescriptorSet 0
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OpDecorate %21 Binding 0
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OpDecorate %52 Location 0
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeInt 32 1
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%7 = OpTypePointer Function %6
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%9 = OpConstant %6 0
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%16 = OpConstant %6 2
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%17 = OpTypeFloat 32
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%18 = OpTypeVector %17 2
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%19 = OpTypeStruct %18
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%20 = OpTypePointer Uniform %19
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%21 = OpVariable %20 Uniform
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%22 = OpTypeInt 32 0
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%23 = OpConstant %22 0
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%24 = OpTypePointer Uniform %17
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%29 = OpTypeBool
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%33 = OpTypePointer Function %17
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%35 = OpConstant %17 0.5
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%43 = OpConstant %17 1
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%50 = OpTypeVector %17 4
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%51 = OpTypePointer Output %50
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%52 = OpVariable %51 Output
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%54 = OpConstant %6 1
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%57 = OpConstant %17 0
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%8 = OpVariable %7 Function
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%31 = OpVariable %7 Function
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%34 = OpVariable %33 Function
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OpStore %8 %9
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OpBranch %10
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%10 = OpLabel
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%63 = OpPhi %6 %9 %5 %62 %13
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OpLoopMerge %12 %13 None
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OpBranch %14
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%14 = OpLabel
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%25 = OpAccessChain %24 %21 %9 %23
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%26 = OpLoad %17 %25
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%27 = OpConvertFToS %6 %26
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%28 = OpIAdd %6 %16 %27
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%30 = OpSLessThan %29 %63 %28
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OpBranchConditional %30 %11 %12
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%11 = OpLabel
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OpStore %31 %63
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OpStore %34 %35
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OpSelectionMerge %40 None
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OpSwitch %63 %39 0 %37 1 %38 2 %39
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%39 = OpLabel
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%65 = OpPhi %17 %35 %11 %45 %38
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%47 = OpFOrdEqual %29 %65 %43
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OpSelectionMerge %49 None
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OpBranchConditional %47 %48 %49
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%48 = OpLabel
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%55 = OpIAdd %6 %63 %54
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%56 = OpConvertSToF %17 %55
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%58 = OpCompositeConstruct %50 %56 %57 %57 %43
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OpStore %52 %58
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OpReturn
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%49 = OpLabel
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OpBranch %40
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%37 = OpLabel
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%42 = OpFAdd %17 %35 %35
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OpStore %34 %42
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OpBranch %38
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%38 = OpLabel
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%64 = OpPhi %17 %35 %11 %42 %37
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%45 = OpExtInst %17 %1 FClamp %43 %35 %64
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OpStore %34 %45
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OpBranch %39
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%40 = OpLabel
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OpBranch %13
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%13 = OpLabel
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%62 = OpIAdd %6 %63 %54
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OpStore %8 %62
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OpBranch %10
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%12 = 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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