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 struct array and always true if 21 22# The test passes because the shader always writes the color red. 23 24SHADER vertex variant_vertex_shader PASSTHROUGH 25 26# variant_fragment_shader is derived from the following GLSL: 27# #version 320 es 28# precision highp float; 29# 30# precision highp int; 31# 32# layout(location = 0) out vec4 _GLF_color; 33# layout(set = 0, binding = 0) uniform buf0 34# { 35# vec2 injectionSwitch; // x == 0.0, y == 1.0 36# }; 37# struct struct_base 38# { 39# int data; 40# int leftIndex; 41# int rightIndex; 42# }; 43# 44# struct_base struct_array[3] = struct_base[3](struct_base(1, 1, 1), struct_base(1, 1, 1), struct_base(1, 1, 1)); 45# 46# 47# void main() 48# { 49# int index = 1; 50# struct_array[1].rightIndex = 1; 51# // Always true. 52# if (struct_array[1].leftIndex == 1) 53# { 54# // index == 1 55# index = struct_array[int(injectionSwitch.x)].rightIndex; 56# } 57# else 58# { 59# // index == 1 60# index = struct_array[int(injectionSwitch.y)].leftIndex; 61# } 62# // Always true. 63# if(struct_array[1].leftIndex == 1) 64# { 65# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); 66# } 67# else 68# { 69# _GLF_color = vec4(1.0); 70# } 71# } 72SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 73; SPIR-V 74; Version: 1.0 75; Generator: Khronos Glslang Reference Front End; 10 76; Bound: 60 77; Schema: 0 78 OpCapability Shader 79 %1 = OpExtInstImport "GLSL.std.450" 80 OpMemoryModel Logical GLSL450 81 OpEntryPoint Fragment %4 "main" %54 82 OpExecutionMode %4 OriginUpperLeft 83 OpSource ESSL 320 84 OpName %4 "main" 85 OpName %7 "struct_base" 86 OpMemberName %7 0 "data" 87 OpMemberName %7 1 "leftIndex" 88 OpMemberName %7 2 "rightIndex" 89 OpName %12 "struct_array" 90 OpName %17 "index" 91 OpName %29 "buf0" 92 OpMemberName %29 0 "injectionSwitch" 93 OpName %31 "" 94 OpName %54 "_GLF_color" 95 OpMemberDecorate %29 0 Offset 0 96 OpDecorate %29 Block 97 OpDecorate %31 DescriptorSet 0 98 OpDecorate %31 Binding 0 99 OpDecorate %54 Location 0 100 %2 = OpTypeVoid 101 %3 = OpTypeFunction %2 102 %6 = OpTypeInt 32 1 103 %7 = OpTypeStruct %6 %6 %6 104 %8 = OpTypeInt 32 0 105 %9 = OpConstant %8 3 106 %10 = OpTypeArray %7 %9 107 %11 = OpTypePointer Private %10 108 %12 = OpVariable %11 Private 109 %13 = OpConstant %6 1 110 %14 = OpConstantComposite %7 %13 %13 %13 111 %15 = OpConstantComposite %10 %14 %14 %14 112 %16 = OpTypePointer Function %6 113 %18 = OpConstant %6 2 114 %19 = OpTypePointer Private %6 115 %23 = OpTypeBool 116 %27 = OpTypeFloat 32 117 %28 = OpTypeVector %27 2 118 %29 = OpTypeStruct %28 119 %30 = OpTypePointer Uniform %29 120 %31 = OpVariable %30 Uniform 121 %32 = OpConstant %6 0 122 %33 = OpConstant %8 0 123 %34 = OpTypePointer Uniform %27 124 %41 = OpConstant %8 1 125 %52 = OpTypeVector %27 4 126 %53 = OpTypePointer Output %52 127 %54 = OpVariable %53 Output 128 %55 = OpConstant %27 1 129 %56 = OpConstant %27 0 130 %57 = OpConstantComposite %52 %55 %56 %56 %55 131 %59 = OpConstantComposite %52 %55 %55 %55 %55 132 %4 = OpFunction %2 None %3 133 %5 = OpLabel 134 %17 = OpVariable %16 Function 135 OpStore %12 %15 136 OpStore %17 %13 137 %20 = OpAccessChain %19 %12 %13 %18 138 OpStore %20 %13 139 %21 = OpAccessChain %19 %12 %13 %13 140 %22 = OpLoad %6 %21 141 %24 = OpIEqual %23 %22 %13 142 OpSelectionMerge %26 None 143 OpBranchConditional %24 %25 %40 144 %25 = OpLabel 145 %35 = OpAccessChain %34 %31 %32 %33 146 %36 = OpLoad %27 %35 147 %37 = OpConvertFToS %6 %36 148 %38 = OpAccessChain %19 %12 %37 %18 149 %39 = OpLoad %6 %38 150 OpStore %17 %39 151 OpBranch %26 152 %40 = OpLabel 153 %42 = OpAccessChain %34 %31 %32 %41 154 %43 = OpLoad %27 %42 155 %44 = OpConvertFToS %6 %43 156 %45 = OpAccessChain %19 %12 %44 %13 157 %46 = OpLoad %6 %45 158 OpStore %17 %46 159 OpBranch %26 160 %26 = OpLabel 161 %47 = OpAccessChain %19 %12 %13 %13 162 %48 = OpLoad %6 %47 163 %49 = OpIEqual %23 %48 %13 164 OpSelectionMerge %51 None 165 OpBranchConditional %49 %50 %58 166 %50 = OpLabel 167 OpStore %54 %57 168 OpBranch %51 169 %58 = OpLabel 170 OpStore %54 %59 171 OpBranch %51 172 %51 = OpLabel 173 OpReturn 174 OpFunctionEnd 175END 176 177# uniforms for variant 178 179# injectionSwitch 180BUFFER variant_injectionSwitch DATA_TYPE vec2<float> STD140 DATA 181 0.0 1.0 182END 183 184BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM 185 186PIPELINE graphics variant_pipeline 187 ATTACH variant_vertex_shader 188 ATTACH variant_fragment_shader 189 FRAMEBUFFER_SIZE 256 256 190 BIND BUFFER variant_framebuffer AS color LOCATION 0 191 BIND BUFFER variant_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 0 192END 193CLEAR_COLOR variant_pipeline 0 0 0 255 194 195CLEAR variant_pipeline 196RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256 197 198EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255 199