141 lines
4.2 KiB
Plaintext
141 lines
4.2 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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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 fragment shader with a switch, if, and discard
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# The test passes because the shader always writes the color red;
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# the switch is always skipped.
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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(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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# switch (int(injectionSwitch.y)) // always 1
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# {
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# case -1:
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# if (injectionSwitch.y > injectionSwitch.x)
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# {
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# discard;
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# }
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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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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: 38
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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" %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 "buf0"
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OpMemberName %8 0 "injectionSwitch"
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OpName %10 ""
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OpName %34 "_GLF_color"
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OpMemberDecorate %8 0 Offset 0
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OpDecorate %8 Block
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OpDecorate %10 DescriptorSet 0
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OpDecorate %10 Binding 0
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OpDecorate %34 Location 0
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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 = OpTypeStruct %7
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%9 = OpTypePointer Uniform %8
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%10 = OpVariable %9 Uniform
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%11 = OpTypeInt 32 1
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%12 = OpConstant %11 0
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%13 = OpTypeInt 32 0
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%14 = OpConstant %13 1
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%15 = OpTypePointer Uniform %6
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%23 = OpConstant %13 0
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%26 = OpTypeBool
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%32 = OpTypeVector %6 4
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%33 = OpTypePointer Output %32
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%34 = OpVariable %33 Output
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%35 = OpConstant %6 1
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%36 = OpConstant %6 0
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%37 = OpConstantComposite %32 %35 %36 %36 %35
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%16 = OpAccessChain %15 %10 %12 %14
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%17 = OpLoad %6 %16
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%18 = OpConvertFToS %11 %17
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OpSelectionMerge %20 None
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OpSwitch %18 %20 -1 %19
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%19 = OpLabel
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%21 = OpAccessChain %15 %10 %12 %14
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%22 = OpLoad %6 %21
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%24 = OpAccessChain %15 %10 %12 %23
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%25 = OpLoad %6 %24
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%27 = OpFOrdGreaterThan %26 %22 %25
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OpSelectionMerge %29 None
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OpBranchConditional %27 %28 %29
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%28 = OpLabel
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OpTerminateInvocation
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%29 = OpLabel
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OpBranch %20
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%20 = OpLabel
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OpStore %34 %37
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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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