194 lines
5.7 KiB
Plaintext
194 lines
5.7 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 a do while that always returns
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# The test passes because the shader always writes the color red. The do while returns on first iteration.
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# Optimized using spirv-opt with the following arguments:
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# '--redundancy-elimination'
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# '--reduce-load-size'
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# '--combine-access-chains'
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# '--eliminate-dead-code-aggressive'
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# '--eliminate-dead-branches'
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# spirv-opt commit hash: 06407250a169c6a03b3765e86619075af1a8c187
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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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# struct _GLF_struct_12
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# {
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# int count;
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# };
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#
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# bool puzzlelize(vec2 pos)
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# {
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# return true;
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# }
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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);
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#
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# vec2 grid;
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# _GLF_struct_12 _GLF_struct_replacement_12;
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#
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# do
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# {
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# if (gl_FragCoord.y > -1.0) // Always true
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# {
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# return;
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# }
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# } while (_GLF_struct_replacement_12.count != 1);
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#
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# grid += vec2(1, _GLF_struct_replacement_12.count);
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# vec2 position;
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# position = grid;
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# vec4(puzzlelize(position));
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#
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# _GLF_color = vec4(1.0, 1.0, 1.0, 1.0); // This should not be reached
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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: 64
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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" %19 %28
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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 %12 "puzzlelize(vf2;"
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OpName %11 "pos"
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OpName %19 "_GLF_color"
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OpName %28 "gl_FragCoord"
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OpName %40 "_GLF_struct_12"
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OpMemberName %40 0 "count"
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OpName %42 "_GLF_struct_replacement_12"
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OpName %49 "grid"
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OpName %56 "position"
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OpName %58 "param"
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OpDecorate %19 Location 0
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OpDecorate %28 BuiltIn FragCoord
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OpMemberDecorate %40 0 RelaxedPrecision
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OpDecorate %46 RelaxedPrecision
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OpDecorate %51 RelaxedPrecision
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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 2
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%8 = OpTypePointer Function %7
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%9 = OpTypeBool
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%10 = OpTypeFunction %9 %8
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%14 = OpConstantTrue %9
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%17 = OpTypeVector %6 4
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%18 = OpTypePointer Output %17
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%19 = OpVariable %18 Output
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%20 = OpConstant %6 1
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%21 = OpConstant %6 0
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%22 = OpConstantComposite %17 %20 %21 %21 %20
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%27 = OpTypePointer Input %17
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%28 = OpVariable %27 Input
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%29 = OpTypeInt 32 0
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%30 = OpConstant %29 1
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%31 = OpTypePointer Input %6
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%34 = OpConstant %6 -1
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%39 = OpTypeInt 32 1
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%40 = OpTypeStruct %39
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%41 = OpTypePointer Function %40
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%43 = OpConstant %39 0
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%44 = OpTypePointer Function %39
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%47 = OpConstant %39 1
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%63 = OpConstantComposite %17 %20 %20 %20 %20
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%42 = OpVariable %41 Function
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%49 = OpVariable %8 Function
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%56 = OpVariable %8 Function
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%58 = OpVariable %8 Function
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OpStore %19 %22
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OpBranch %23
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%23 = OpLabel
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OpLoopMerge %25 %26 None
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OpBranch %24
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%24 = OpLabel
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%32 = OpAccessChain %31 %28 %30
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%33 = OpLoad %6 %32
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%35 = OpFOrdGreaterThan %9 %33 %34
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OpSelectionMerge %37 None
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OpBranchConditional %35 %36 %37
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%36 = OpLabel
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OpReturn
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%37 = OpLabel
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OpBranch %26
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%26 = OpLabel
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%45 = OpAccessChain %44 %42 %43
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%46 = OpLoad %39 %45
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%48 = OpINotEqual %9 %46 %47
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OpBranchConditional %48 %23 %25
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%25 = OpLabel
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%51 = OpLoad %39 %45
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%52 = OpConvertSToF %6 %51
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%53 = OpCompositeConstruct %7 %20 %52
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%54 = OpLoad %7 %49
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%55 = OpFAdd %7 %54 %53
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OpStore %49 %55
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%57 = OpLoad %7 %49
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OpStore %56 %57
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%59 = OpLoad %7 %56
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OpStore %58 %59
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%60 = OpFunctionCall %9 %12 %58
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OpStore %19 %63
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OpReturn
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OpFunctionEnd
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%12 = OpFunction %9 None %10
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%11 = OpFunctionParameter %8
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%13 = OpLabel
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OpReturnValue %14
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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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