222 lines
6.5 KiB
Plaintext
222 lines
6.5 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 the GraphicsFuzz project.
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# Short description: A fragment shader with false if return in do while loop
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# The test passes because the shader always writes color red.
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# Optimized using spirv-opt with the following arguments:
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# '--inline-entry-points-exhaustive'
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# '--ccp'
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# '--eliminate-local-single-block'
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# '--eliminate-dead-inserts'
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# '--eliminate-dead-inserts'
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# '--combine-access-chains'
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# '--eliminate-local-single-block'
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# '--reduce-load-size'
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# '--eliminate-local-single-store'
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# '--eliminate-dead-branches'
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# '--reduce-load-size'
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# '--eliminate-dead-code-aggressive'
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# '--eliminate-local-multi-store'
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# '--redundancy-elimination'
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# spirv-opt commit hash: e28436f2b8a2f0705a07de908178d2ea2682c6d3
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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 320 es
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#
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# precision highp float;
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# precision highp int;
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#
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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; //x == 0.0, y == 1.0
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# };
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#
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# struct struct_base
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# {
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# float count;
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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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# { // loop_limit == 100
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# int loop_limit = (injectionSwitch.y > 0.0 ? 100 : 1);
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# int loop_count = 0;
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#
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# bool bool_a = true;
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#
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# struct_base struct_a = struct_base(1.0);
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# do
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# {
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# loop_count++;
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# // Always false.
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# if (injectionSwitch.x > injectionSwitch.y)
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# {
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# return ;
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# }
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# }
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# // Always false.
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# while ((struct_a.count != injectionSwitch.y) && (loop_count < loop_limit));
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# bool_a = struct_a.count < 1.0;
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# // bool_a == false
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# if (bool_a == false)
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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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# else
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# {
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# _GLF_color = vec4(1.0);
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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; 10
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; Bound: 75
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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" %70
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OpExecutionMode %4 OriginUpperLeft
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OpSource ESSL 320
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OpName %4 "main"
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OpName %11 "buf0"
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OpMemberName %11 0 "injectionSwitch"
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OpName %13 ""
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OpName %26 "loop_count"
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OpName %30 "struct_base"
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OpMemberName %30 0 "count"
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OpName %32 "struct_a"
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OpName %70 "_GLF_color"
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OpMemberDecorate %11 0 Offset 0
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OpDecorate %11 Block
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OpDecorate %13 DescriptorSet 0
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OpDecorate %13 Binding 0
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OpDecorate %70 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 = OpTypeFloat 32
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%10 = OpTypeVector %9 2
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%11 = OpTypeStruct %10
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%12 = OpTypePointer Uniform %11
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%13 = OpVariable %12 Uniform
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%14 = OpConstant %6 0
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%15 = OpTypeInt 32 0
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%16 = OpConstant %15 1
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%17 = OpTypePointer Uniform %9
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%20 = OpConstant %9 0
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%21 = OpTypeBool
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%23 = OpConstant %6 100
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%24 = OpConstant %6 1
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%30 = OpTypeStruct %9
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%31 = OpTypePointer Function %30
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%33 = OpConstant %9 1
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%34 = OpConstantComposite %30 %33
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%41 = OpConstant %15 0
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%50 = OpTypePointer Function %9
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%64 = OpConstantFalse %21
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%68 = OpTypeVector %9 4
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%69 = OpTypePointer Output %68
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%70 = OpVariable %69 Output
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%71 = OpConstantComposite %68 %33 %20 %20 %33
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%73 = OpConstantComposite %68 %33 %33 %33 %33
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%26 = OpVariable %7 Function
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%32 = OpVariable %31 Function
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%18 = OpAccessChain %17 %13 %14 %16
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%19 = OpLoad %9 %18
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%22 = OpFOrdGreaterThan %21 %19 %20
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%25 = OpSelect %6 %22 %23 %24
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OpStore %26 %14
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OpStore %32 %34
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OpBranch %35
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%35 = OpLabel
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%74 = OpPhi %6 %14 %5 %40 %38
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OpLoopMerge %37 %38 None
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OpBranch %36
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%36 = OpLabel
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%40 = OpIAdd %6 %74 %24
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OpStore %26 %40
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%42 = OpAccessChain %17 %13 %14 %41
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%43 = OpLoad %9 %42
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%46 = OpFOrdGreaterThan %21 %43 %19
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OpSelectionMerge %48 None
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OpBranchConditional %46 %47 %48
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%47 = OpLabel
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OpReturn
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%48 = OpLabel
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OpBranch %38
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%38 = OpLabel
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%51 = OpAccessChain %50 %32 %14
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%52 = OpLoad %9 %51
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%55 = OpFUnordNotEqual %21 %52 %19
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%58 = OpSLessThan %21 %40 %25
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%59 = OpLogicalAnd %21 %55 %58
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OpBranchConditional %59 %35 %37
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%37 = OpLabel
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%61 = OpLoad %9 %51
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%62 = OpFOrdLessThan %21 %61 %33
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%65 = OpLogicalEqual %21 %62 %64
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OpSelectionMerge %67 None
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OpBranchConditional %65 %66 %72
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%66 = OpLabel
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OpStore %70 %71
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OpBranch %67
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%72 = OpLabel
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OpStore %70 %73
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OpBranch %67
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%67 = 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> STD140 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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