253 lines
7.2 KiB
Plaintext
253 lines
7.2 KiB
Plaintext
#!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 nested do while
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# The test passes because the shader always writes color red. main() writes red and then returns at the end.
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# Optimized using spirv-opt with the following arguments:
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# '--ccp'
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# '--redundancy-elimination'
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# '--eliminate-dead-branches'
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# '--merge-blocks'
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# '--eliminate-dead-branches'
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# '--simplify-instructions'
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# '--eliminate-dead-branches'
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# spirv-opt commit hash: ad7f2c5c4c7f51360e9e079109a9217aa5ba5cc0
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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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# precision highp int;
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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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# layout(location = 0) out vec4 _GLF_color;
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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); // Write color red
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#
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# int i = 0;
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# if (injectionSwitch.y < 0.0) // Always false
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# {
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# }
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# else
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# {
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# if (gl_FragCoord.y < -1.0) // Always false
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# {
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# }
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# else
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# {
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# do
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# {
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# if (i >= 256) // Always false
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# {
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# break;
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# }
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# do
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# {
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# for (int i = 0; i < 1; i++)
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# {
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# if (gl_FragCoord.y < -1.0) // Always false
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# {
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# for (int i = 0; i < 1; i++)
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# {
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# }
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# continue;
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# }
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# return;
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# }
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# } while (false);
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# } while (false);
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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: 87
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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 %32
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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 %15 "i"
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OpName %18 "buf0"
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OpMemberName %18 0 "injectionSwitch"
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OpName %20 ""
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OpName %32 "gl_FragCoord"
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OpName %55 "i"
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OpName %69 "i"
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OpDecorate %9 Location 0
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OpMemberDecorate %18 0 Offset 0
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OpDecorate %18 Block
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OpDecorate %20 DescriptorSet 0
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OpDecorate %20 Binding 0
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OpDecorate %32 BuiltIn FragCoord
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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 = OpTypeInt 32 1
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%14 = OpTypePointer Function %13
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%16 = OpConstant %13 0
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%17 = OpTypeVector %6 2
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%18 = OpTypeStruct %17
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%19 = OpTypePointer Uniform %18
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%20 = OpVariable %19 Uniform
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%21 = OpTypeInt 32 0
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%22 = OpConstant %21 1
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%23 = OpTypePointer Uniform %6
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%26 = OpTypeBool
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%31 = OpTypePointer Input %7
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%32 = OpVariable %31 Input
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%33 = OpTypePointer Input %6
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%36 = OpConstant %6 -1
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%46 = OpConstant %13 256
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%62 = OpConstant %13 1
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%83 = OpConstantFalse %26
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%15 = OpVariable %14 Function
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%55 = OpVariable %14 Function
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%69 = OpVariable %14 Function
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OpStore %9 %12
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OpStore %15 %16
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%24 = OpAccessChain %23 %20 %16 %22
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%25 = OpLoad %6 %24
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%27 = OpFOrdLessThan %26 %25 %11
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OpSelectionMerge %29 None
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OpBranchConditional %27 %28 %30
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%28 = OpLabel
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OpBranch %29
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%30 = OpLabel
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%34 = OpAccessChain %33 %32 %22
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%35 = OpLoad %6 %34
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%37 = OpFOrdLessThan %26 %35 %36
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OpSelectionMerge %39 None
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OpBranchConditional %37 %38 %40
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%38 = OpLabel
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OpBranch %39
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%40 = OpLabel
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OpBranch %41
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%41 = OpLabel
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OpLoopMerge %43 %53 None
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OpBranch %42
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%42 = OpLabel
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%45 = OpLoad %13 %15
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%47 = OpSGreaterThanEqual %26 %45 %46
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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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OpBranch %43
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%49 = OpLabel
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OpBranch %51
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%51 = OpLabel
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OpStore %55 %16
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OpLoopMerge %84 %58 None
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OpBranch %56
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%56 = OpLabel
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%61 = OpLoad %13 %55
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%63 = OpSLessThan %26 %61 %62
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OpLoopMerge %85 %72 None
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OpBranchConditional %63 %57 %85
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%57 = OpLabel
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OpSelectionMerge %68 None
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OpBranchConditional %37 %67 %68
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%67 = OpLabel
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OpStore %69 %16
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OpBranch %70
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%70 = OpLabel
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%75 = OpLoad %13 %69
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%76 = OpSLessThan %26 %75 %62
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OpLoopMerge %86 %71 None
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OpBranchConditional %76 %71 %86
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%71 = OpLabel
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%77 = OpLoad %13 %69
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%78 = OpIAdd %13 %77 %62
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OpStore %69 %78
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OpBranch %70
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%86 = OpLabel
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OpBranch %72
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%72 = OpLabel
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%81 = OpLoad %13 %55
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%82 = OpIAdd %13 %81 %62
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OpStore %55 %82
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OpBranch %56
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%68 = OpLabel
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OpReturn
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%85 = OpLabel
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OpBranch %58
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%58 = OpLabel
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OpBranchConditional %83 %51 %84
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%84 = OpLabel
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OpBranch %53
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%53 = OpLabel
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OpBranchConditional %83 %41 %43
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%43 = OpLabel
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OpBranch %39
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%39 = OpLabel
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OpBranch %29
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%29 = 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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