#!amber # Copyright 2019 Google LLC # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # A test for a bug found by GraphicsFuzz. # Short description: Shader with loop controlled by struct # The test passes because 'sums[0]' ends up being 0, so that the colour that is written is guaranteed to be red # Optimized using spirv-opt with the following arguments: # '--private-to-local' # '--eliminate-dead-branches' # '--merge-return' # '--reduce-load-size' # '--eliminate-dead-code-aggressive' # '--ccp' # '--eliminate-dead-code-aggressive' # '--if-conversion' # '--convert-local-access-chains' # '--eliminate-dead-branches' # '--merge-return' # '--eliminate-local-single-store' # '--ccp' # '--eliminate-dead-branches' # '--merge-return' # '--eliminate-local-single-store' # '--eliminate-dead-inserts' # '--eliminate-local-multi-store' # '--copy-propagate-arrays' # '--combine-access-chains' # '--redundancy-elimination' # '--if-conversion' # '--eliminate-local-multi-store' # '--eliminate-dead-code-aggressive' # spirv-opt commit hash: f1e5cd73f658abcc23ee96d78f2dc27c4b7028c1 SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # precision highp float; # # struct S { # int f0; # bvec3 f1; # } ; # # layout(set = 0, binding = 0) uniform buf0 { # vec2 injectionSwitch; # }; # layout(location = 0) out vec4 _GLF_color; # # void main() # { # float sums[9]; # for( # S ll = S(0, bvec3(true)); # ll.f0 != int((injectionSwitch.y)); # ll.f0 ++ # ) # { # sums[0] = 0.0; # } # int overall_region = 0; # _GLF_color = vec4(1.0, vec2(sums[overall_region]), 1.0); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 63 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %50 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %9 "S" OpMemberName %9 0 "f0" OpMemberName %9 1 "f1" OpName %11 "ll" OpName %26 "buf0" OpMemberName %26 0 "injectionSwitch" OpName %28 "" OpName %39 "sums" OpName %50 "_GLF_color" OpMemberDecorate %9 0 RelaxedPrecision OpDecorate %23 RelaxedPrecision OpMemberDecorate %26 0 Offset 0 OpDecorate %26 Block OpDecorate %28 DescriptorSet 0 OpDecorate %28 Binding 0 OpDecorate %44 RelaxedPrecision OpDecorate %46 RelaxedPrecision OpDecorate %50 Location 0 OpDecorate %59 RelaxedPrecision OpDecorate %60 RelaxedPrecision %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %7 = OpTypeBool %8 = OpTypeVector %7 3 %9 = OpTypeStruct %6 %8 %10 = OpTypePointer Function %9 %12 = OpConstant %6 0 %13 = OpConstantTrue %7 %14 = OpConstantComposite %8 %13 %13 %13 %15 = OpConstantComposite %9 %12 %14 %24 = OpTypeFloat 32 %25 = OpTypeVector %24 2 %26 = OpTypeStruct %25 %27 = OpTypePointer Uniform %26 %28 = OpVariable %27 Uniform %29 = OpTypeInt 32 0 %30 = OpConstant %29 1 %31 = OpTypePointer Uniform %24 %36 = OpConstant %29 9 %37 = OpTypeArray %24 %36 %38 = OpTypePointer Function %37 %40 = OpConstant %24 0 %41 = OpTypePointer Function %24 %45 = OpConstant %6 1 %48 = OpTypeVector %24 4 %49 = OpTypePointer Output %48 %50 = OpVariable %49 Output %51 = OpConstant %24 1 %4 = OpFunction %2 None %3 %5 = OpLabel %11 = OpVariable %10 Function %39 = OpVariable %38 Function OpStore %11 %15 OpBranch %16 %16 = OpLabel OpLoopMerge %18 %19 None OpBranch %20 %20 = OpLabel %59 = OpLoad %9 %11 %23 = OpCompositeExtract %6 %59 0 %32 = OpAccessChain %31 %28 %12 %30 %33 = OpLoad %24 %32 %34 = OpConvertFToS %6 %33 %35 = OpINotEqual %7 %23 %34 OpBranchConditional %35 %17 %18 %17 = OpLabel %42 = OpAccessChain %41 %39 %12 OpStore %42 %40 OpBranch %19 %19 = OpLabel %60 = OpLoad %9 %11 %44 = OpCompositeExtract %6 %60 0 %46 = OpIAdd %6 %44 %45 %61 = OpLoad %9 %11 %62 = OpCompositeInsert %9 %46 %61 0 OpStore %11 %62 OpBranch %16 %18 = OpLabel %53 = OpAccessChain %41 %39 %12 %54 = OpLoad %24 %53 %55 = OpCompositeConstruct %25 %54 %54 %56 = OpCompositeExtract %24 %55 0 %57 = OpCompositeExtract %24 %55 1 %58 = OpCompositeConstruct %48 %51 %56 %57 %51 OpStore %50 %58 OpReturn OpFunctionEnd END # uniforms for variant # injectionSwitch BUFFER variant_injectionSwitch DATA_TYPE vec2 DATA 0.0 1.0 END BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM PIPELINE graphics variant_pipeline ATTACH variant_vertex_shader ATTACH variant_fragment_shader FRAMEBUFFER_SIZE 256 256 BIND BUFFER variant_framebuffer AS color LOCATION 0 BIND BUFFER variant_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 0 END CLEAR_COLOR variant_pipeline 0 0 0 255 CLEAR variant_pipeline RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256 EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255