1#!amber 2 3# Copyright 2020 Google LLC 4# 5# Licensed under the Apache License, Version 2.0 (the "License"); 6# you may not use this file except in compliance with the License. 7# You may obtain a copy of the License at 8# 9# http://www.apache.org/licenses/LICENSE-2.0 10# 11# Unless required by applicable law or agreed to in writing, software 12# distributed under the License is distributed on an "AS IS" BASIS, 13# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 14# See the License for the specific language governing permissions and 15# limitations under the License. 16 17 18# A test for a bug found by the GraphicsFuzz project. 19 20# Short description: A fragment shader with false if return in do while loop 21 22# The test passes because the shader always writes color red. 23 24# Optimized using spirv-opt with the following arguments: 25# '--inline-entry-points-exhaustive' 26# '--ccp' 27# '--eliminate-local-single-block' 28# '--eliminate-dead-inserts' 29# '--eliminate-dead-inserts' 30# '--combine-access-chains' 31# '--eliminate-local-single-block' 32# '--reduce-load-size' 33# '--eliminate-local-single-store' 34# '--eliminate-dead-branches' 35# '--reduce-load-size' 36# '--eliminate-dead-code-aggressive' 37# '--eliminate-local-multi-store' 38# '--redundancy-elimination' 39# spirv-opt commit hash: e28436f2b8a2f0705a07de908178d2ea2682c6d3 40 41 42 43SHADER vertex variant_vertex_shader PASSTHROUGH 44 45# variant_fragment_shader is derived from the following GLSL: 46# #version 320 es 47# 48# precision highp float; 49# precision highp int; 50# 51# 52# layout(set = 0, binding = 0) uniform buf0 53# { 54# vec2 injectionSwitch; //x == 0.0, y == 1.0 55# }; 56# 57# struct struct_base 58# { 59# float count; 60# }; 61# 62# layout(location = 0) out vec4 _GLF_color; 63# 64# void main() 65# { // loop_limit == 100 66# int loop_limit = (injectionSwitch.y > 0.0 ? 100 : 1); 67# int loop_count = 0; 68# 69# bool bool_a = true; 70# 71# struct_base struct_a = struct_base(1.0); 72# do 73# { 74# loop_count++; 75# // Always false. 76# if (injectionSwitch.x > injectionSwitch.y) 77# { 78# return ; 79# } 80# } 81# // Always false. 82# while ((struct_a.count != injectionSwitch.y) && (loop_count < loop_limit)); 83# bool_a = struct_a.count < 1.0; 84# // bool_a == false 85# if (bool_a == false) 86# { 87# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); 88# } 89# else 90# { 91# _GLF_color = vec4(1.0); 92# }; 93# } 94SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 95; SPIR-V 96; Version: 1.0 97; Generator: Khronos Glslang Reference Front End; 10 98; Bound: 75 99; Schema: 0 100 OpCapability Shader 101 %1 = OpExtInstImport "GLSL.std.450" 102 OpMemoryModel Logical GLSL450 103 OpEntryPoint Fragment %4 "main" %70 104 OpExecutionMode %4 OriginUpperLeft 105 OpSource ESSL 320 106 OpName %4 "main" 107 OpName %11 "buf0" 108 OpMemberName %11 0 "injectionSwitch" 109 OpName %13 "" 110 OpName %26 "loop_count" 111 OpName %30 "struct_base" 112 OpMemberName %30 0 "count" 113 OpName %32 "struct_a" 114 OpName %70 "_GLF_color" 115 OpMemberDecorate %11 0 Offset 0 116 OpDecorate %11 Block 117 OpDecorate %13 DescriptorSet 0 118 OpDecorate %13 Binding 0 119 OpDecorate %70 Location 0 120 %2 = OpTypeVoid 121 %3 = OpTypeFunction %2 122 %6 = OpTypeInt 32 1 123 %7 = OpTypePointer Function %6 124 %9 = OpTypeFloat 32 125 %10 = OpTypeVector %9 2 126 %11 = OpTypeStruct %10 127 %12 = OpTypePointer Uniform %11 128 %13 = OpVariable %12 Uniform 129 %14 = OpConstant %6 0 130 %15 = OpTypeInt 32 0 131 %16 = OpConstant %15 1 132 %17 = OpTypePointer Uniform %9 133 %20 = OpConstant %9 0 134 %21 = OpTypeBool 135 %23 = OpConstant %6 100 136 %24 = OpConstant %6 1 137 %30 = OpTypeStruct %9 138 %31 = OpTypePointer Function %30 139 %33 = OpConstant %9 1 140 %34 = OpConstantComposite %30 %33 141 %41 = OpConstant %15 0 142 %50 = OpTypePointer Function %9 143 %64 = OpConstantFalse %21 144 %68 = OpTypeVector %9 4 145 %69 = OpTypePointer Output %68 146 %70 = OpVariable %69 Output 147 %71 = OpConstantComposite %68 %33 %20 %20 %33 148 %73 = OpConstantComposite %68 %33 %33 %33 %33 149 %4 = OpFunction %2 None %3 150 %5 = OpLabel 151 %26 = OpVariable %7 Function 152 %32 = OpVariable %31 Function 153 %18 = OpAccessChain %17 %13 %14 %16 154 %19 = OpLoad %9 %18 155 %22 = OpFOrdGreaterThan %21 %19 %20 156 %25 = OpSelect %6 %22 %23 %24 157 OpStore %26 %14 158 OpStore %32 %34 159 OpBranch %35 160 %35 = OpLabel 161 %74 = OpPhi %6 %14 %5 %40 %38 162 OpLoopMerge %37 %38 None 163 OpBranch %36 164 %36 = OpLabel 165 %40 = OpIAdd %6 %74 %24 166 OpStore %26 %40 167 %42 = OpAccessChain %17 %13 %14 %41 168 %43 = OpLoad %9 %42 169 %46 = OpFOrdGreaterThan %21 %43 %19 170 OpSelectionMerge %48 None 171 OpBranchConditional %46 %47 %48 172 %47 = OpLabel 173 OpReturn 174 %48 = OpLabel 175 OpBranch %38 176 %38 = OpLabel 177 %51 = OpAccessChain %50 %32 %14 178 %52 = OpLoad %9 %51 179 %55 = OpFUnordNotEqual %21 %52 %19 180 %58 = OpSLessThan %21 %40 %25 181 %59 = OpLogicalAnd %21 %55 %58 182 OpBranchConditional %59 %35 %37 183 %37 = OpLabel 184 %61 = OpLoad %9 %51 185 %62 = OpFOrdLessThan %21 %61 %33 186 %65 = OpLogicalEqual %21 %62 %64 187 OpSelectionMerge %67 None 188 OpBranchConditional %65 %66 %72 189 %66 = OpLabel 190 OpStore %70 %71 191 OpBranch %67 192 %72 = OpLabel 193 OpStore %70 %73 194 OpBranch %67 195 %67 = OpLabel 196 OpReturn 197 OpFunctionEnd 198END 199 200# uniforms for variant 201 202# injectionSwitch 203BUFFER variant_injectionSwitch DATA_TYPE vec2<float> STD140 DATA 204 0.0 1.0 205END 206 207BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM 208 209PIPELINE graphics variant_pipeline 210 ATTACH variant_vertex_shader 211 ATTACH variant_fragment_shader 212 FRAMEBUFFER_SIZE 256 256 213 BIND BUFFER variant_framebuffer AS color LOCATION 0 214 BIND BUFFER variant_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 0 215END 216CLEAR_COLOR variant_pipeline 0 0 0 255 217 218CLEAR variant_pipeline 219RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256 220 221EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255 222