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1#!amber
2
3# Copyright 2019 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 GraphicsFuzz.
19
20# Short description: A fragment shader with an always false while function
21
22# The test passes because the shader always writes the color red (while function in the shader is always false)
23
24# Optimized using spirv-opt with the following arguments:
25# '--redundancy-elimination'
26# '--reduce-load-size'
27# '--eliminate-dead-branches'
28# '--merge-blocks'
29# '--vector-dce'
30# '--eliminate-dead-branches'
31# spirv-opt commit hash: 230c9e437146e48ec58adb4433890403c23c98fa
32
33
34
35SHADER vertex variant_vertex_shader PASSTHROUGH
36
37# variant_fragment_shader is derived from the following GLSL:
38# #version 310 es
39# precision highp float;
40#
41# layout(location = 0) out vec4 _GLF_color;
42# layout(set = 0, binding = 0) uniform buf0 {
43#  vec2 injectionSwitch;
44# };
45# void main()
46# {
47#   _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
48#  do
49#   {
50#    for(
51#        int j = int(injectionSwitch.x);
52#        j < 2;
53#        ++j
54#    )
55#     {
56#      return;
57#     }
58#   }
59#  while(0.0 > injectionSwitch.y);
60#  int(injectionSwitch.y);
61# }
62SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
63; SPIR-V
64; Version: 1.0
65; Generator: Khronos Glslang Reference Front End; 7
66; Bound: 52
67; Schema: 0
68               OpCapability Shader
69          %1 = OpExtInstImport "GLSL.std.450"
70               OpMemoryModel Logical GLSL450
71               OpEntryPoint Fragment %4 "main" %9
72               OpExecutionMode %4 OriginUpperLeft
73               OpSource ESSL 310
74               OpName %4 "main"
75               OpName %9 "_GLF_color"
76               OpName %19 "j"
77               OpName %21 "buf0"
78               OpMemberName %21 0 "injectionSwitch"
79               OpName %23 ""
80               OpDecorate %9 Location 0
81               OpDecorate %19 RelaxedPrecision
82               OpMemberDecorate %21 0 Offset 0
83               OpDecorate %21 Block
84               OpDecorate %23 DescriptorSet 0
85               OpDecorate %23 Binding 0
86               OpDecorate %30 RelaxedPrecision
87               OpDecorate %36 RelaxedPrecision
88          %2 = OpTypeVoid
89          %3 = OpTypeFunction %2
90          %6 = OpTypeFloat 32
91          %7 = OpTypeVector %6 4
92          %8 = OpTypePointer Output %7
93          %9 = OpVariable %8 Output
94         %10 = OpConstant %6 1
95         %11 = OpConstant %6 0
96         %12 = OpConstantComposite %7 %10 %11 %11 %10
97         %17 = OpTypeInt 32 1
98         %18 = OpTypePointer Function %17
99         %20 = OpTypeVector %6 2
100         %21 = OpTypeStruct %20
101         %22 = OpTypePointer Uniform %21
102         %23 = OpVariable %22 Uniform
103         %24 = OpConstant %17 0
104         %25 = OpTypeInt 32 0
105         %26 = OpConstant %25 0
106         %27 = OpTypePointer Uniform %6
107         %37 = OpConstant %17 2
108         %38 = OpTypeBool
109         %42 = OpConstant %17 1
110         %44 = OpConstant %25 1
111          %4 = OpFunction %2 None %3
112          %5 = OpLabel
113         %19 = OpVariable %18 Function
114               OpStore %9 %12
115               OpBranch %13
116         %13 = OpLabel
117         %28 = OpAccessChain %27 %23 %24 %26
118         %29 = OpLoad %6 %28
119         %30 = OpConvertFToS %17 %29
120               OpStore %19 %30
121               OpLoopMerge %15 %33 None
122               OpBranch %31
123         %31 = OpLabel
124         %36 = OpLoad %17 %19
125         %39 = OpSLessThan %38 %36 %37
126               OpLoopMerge %51 %34 None
127               OpBranchConditional %39 %32 %51
128         %32 = OpLabel
129               OpReturn
130         %34 = OpLabel
131               OpBranch %31
132         %51 = OpLabel
133               OpBranch %33
134         %33 = OpLabel
135         %45 = OpAccessChain %27 %23 %24 %44
136         %46 = OpLoad %6 %45
137         %47 = OpFOrdGreaterThan %38 %11 %46
138               OpBranchConditional %47 %13 %15
139         %15 = OpLabel
140         %50 = OpConvertFToS %17 %46
141               OpReturn
142               OpFunctionEnd
143END
144
145# uniforms for variant
146
147# injectionSwitch
148BUFFER variant_injectionSwitch DATA_TYPE vec2<float> DATA
149 0.0 1.0
150END
151
152BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
153
154PIPELINE graphics variant_pipeline
155  ATTACH variant_vertex_shader
156  ATTACH variant_fragment_shader
157  FRAMEBUFFER_SIZE 256 256
158  BIND BUFFER variant_framebuffer AS color LOCATION 0
159  BIND BUFFER variant_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 0
160END
161CLEAR_COLOR variant_pipeline 0 0 0 255
162
163CLEAR variant_pipeline
164RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
165
166EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255
167