181 lines
5.3 KiB
Plaintext
181 lines
5.3 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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DEVICE_EXTENSION VK_KHR_shader_terminate_invocation
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# A test for a bug found by GraphicsFuzz.
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# Short description: A shader with a discard nested in a loop in a function
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# The test passes because the discard is always reached, so we end up with the background color, black.
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# Optimized using spirv-opt with the following arguments:
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# '--simplify-instructions'
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# '--eliminate-dead-inserts'
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# '--redundancy-elimination'
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# '--inline-entry-points-exhaustive'
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# '--eliminate-dead-branches'
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# '--merge-blocks'
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# '--convert-local-access-chains'
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# '--convert-local-access-chains'
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# '--eliminate-dead-code-aggressive'
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# '--eliminate-local-single-store'
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# '--if-conversion'
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# '--simplify-instructions'
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# spirv-opt commit hash: 6b072126595dd8c2448eb1fda616251c5e6d7079
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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 injectionSwitch;
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# };
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# void f()
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# {
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# do
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# {
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# if(1.0 > injectionSwitch.y)
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# {
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# if(gl_FragCoord.y < 0.0)
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# {
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# }
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# continue;
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# }
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# discard;
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# }
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# while(false);
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# }
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# void main()
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# {
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# f();
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# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
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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: 47
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; Schema: 0
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OpCapability Shader
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OpExtension "SPV_KHR_terminate_invocation"
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %4 "main" %31 %44
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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 %6 "f("
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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 %31 "gl_FragCoord"
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OpName %44 "_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 %31 BuiltIn FragCoord
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OpDecorate %44 Location 0
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%12 = OpTypeFloat 32
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%13 = OpConstant %12 1
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%14 = OpTypeVector %12 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 = OpTypeInt 32 1
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%19 = OpConstant %18 0
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%20 = OpTypeInt 32 0
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%21 = OpConstant %20 1
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%22 = OpTypePointer Uniform %12
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%25 = OpTypeBool
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%29 = OpTypeVector %12 4
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%30 = OpTypePointer Input %29
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%31 = OpVariable %30 Input
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%32 = OpTypePointer Input %12
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%35 = OpConstant %12 0
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%41 = OpConstantFalse %25
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%43 = OpTypePointer Output %29
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%44 = OpVariable %43 Output
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%45 = OpConstantComposite %29 %13 %35 %35 %13
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%42 = OpFunctionCall %2 %6
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OpStore %44 %45
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OpReturn
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OpFunctionEnd
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%6 = OpFunction %2 None %3
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%7 = OpLabel
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OpBranch %8
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%8 = OpLabel
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OpLoopMerge %10 %38 None
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OpBranch %9
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%9 = OpLabel
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%23 = OpAccessChain %22 %17 %19 %21
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%24 = OpLoad %12 %23
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%26 = OpFOrdGreaterThan %25 %13 %24
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OpSelectionMerge %28 None
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OpBranchConditional %26 %27 %28
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%27 = OpLabel
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%33 = OpAccessChain %32 %31 %21
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%34 = OpLoad %12 %33
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%36 = OpFOrdLessThan %25 %34 %35
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OpSelectionMerge %46 None
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OpBranchConditional %36 %37 %38
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%37 = OpLabel
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OpBranch %38
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%46 = OpLabel
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OpBranch %38
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%38 = OpLabel
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OpBranchConditional %41 %8 %10
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%28 = OpLabel
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OpTerminateInvocation
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%10 = 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 0 0 0 255
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