168 lines
4.8 KiB
Plaintext
168 lines
4.8 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 uv value comparison as boolean
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# The test passes because the shader always writes the color red.
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# Optimized using spirv-opt with the following arguments:
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# '--scalar-replacement=100'
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# '--vector-dce'
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# '--redundancy-elimination'
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# '--ccp'
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# '--redundancy-elimination'
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# '--copy-propagate-arrays'
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# '--eliminate-dead-code-aggressive'
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# '--redundancy-elimination'
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# '--vector-dce'
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# '--inline-entry-points-exhaustive'
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# '--private-to-local'
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# '--if-conversion'
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# '--if-conversion'
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# '--eliminate-dead-code-aggressive'
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# '--if-conversion'
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# '--simplify-instructions'
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# '--eliminate-local-multi-store'
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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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# 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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# vec2 uv;
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# bool c1 = uv.y < 0.25;
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#
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# for (int i = 0; i < 1; i++)
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# {
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# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Writes the color red
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# return;
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# }
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# if (c1)
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# {
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# return;
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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: 49
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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" %34
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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 "c1"
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OpName %12 "uv"
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OpName %22 "i"
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OpName %34 "_GLF_color"
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OpDecorate %22 RelaxedPrecision
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OpDecorate %34 Location 0
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OpDecorate %39 RelaxedPrecision
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OpDecorate %40 RelaxedPrecision
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OpDecorate %45 RelaxedPrecision
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeBool
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%7 = OpTypePointer Function %6
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%9 = OpTypeFloat 32
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%10 = OpTypeVector %9 2
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%11 = OpTypePointer Function %10
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%13 = OpTypeInt 32 0
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%14 = OpConstant %13 1
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%15 = OpTypePointer Function %9
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%18 = OpConstant %9 0.25
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%20 = OpTypeInt 32 1
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%21 = OpTypePointer Function %20
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%23 = OpConstant %20 0
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%30 = OpConstant %20 1
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%32 = OpTypeVector %9 4
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%33 = OpTypePointer Output %32
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%34 = OpVariable %33 Output
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%35 = OpConstant %9 1
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%36 = OpConstant %9 0
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%37 = OpConstantComposite %32 %35 %36 %36 %35
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%47 = OpUndef %20
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%48 = OpUndef %6
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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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%12 = OpVariable %11 Function
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%22 = OpVariable %21 Function
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%16 = OpAccessChain %15 %12 %14
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%17 = OpLoad %9 %16
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%19 = OpFOrdLessThan %6 %17 %18
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OpStore %8 %19
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OpStore %22 %23
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OpBranch %24
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%24 = OpLabel
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%46 = OpPhi %6 %19 %5 %48 %27
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%45 = OpPhi %20 %23 %5 %47 %27
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OpLoopMerge %26 %27 None
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OpBranch %28
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%28 = OpLabel
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%31 = OpSLessThan %6 %45 %30
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OpBranchConditional %31 %25 %26
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%25 = OpLabel
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OpStore %34 %37
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OpReturn
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%27 = OpLabel
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%39 = OpLoad %20 %22
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%40 = OpIAdd %20 %39 %30
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OpStore %22 %40
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OpBranch %24
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%26 = OpLabel
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OpSelectionMerge %43 None
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OpBranchConditional %46 %42 %43
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%42 = OpLabel
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OpReturn
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%43 = 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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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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