#!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: A fragment shader with two loops that write to a struct # The test passes because the shader always writes the color red. # Optimized using spirv-opt with the following arguments: # '--private-to-local' # '--private-to-local' # '--eliminate-dead-inserts' # '--if-conversion' # '--eliminate-dead-code-aggressive' # '--eliminate-dead-code-aggressive' # '--vector-dce' # '--convert-local-access-chains' # '--convert-local-access-chains' # '--eliminate-local-single-block' # '--eliminate-dead-code-aggressive' # '--redundancy-elimination' # '--eliminate-local-multi-store' # '--eliminate-dead-branches' # '--merge-blocks' # '--eliminate-dead-code-aggressive' # '--eliminate-dead-branches' # '--eliminate-dead-inserts' # '--simplify-instructions' # '--eliminate-local-multi-store' # '--private-to-local' # '--combine-access-chains' # '--eliminate-local-single-store' # '--eliminate-dead-branches' # '--merge-return' # spirv-opt commit hash: 06407250a169c6a03b3765e86619075af1a8c187 SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # precision highp float; # # struct StructType # { # vec3 col; # bvec4 bbbb; # }; # # layout(location = 0) out vec4 _GLF_color; # # layout(set = 0, binding = 0) uniform buf0 # { # vec2 injectionSwitch; # }; # void main() # { # StructType s; # # for ( # int i = 0; # i < int(injectionSwitch.y); // i < 1 # i++) # { # s.col = vec3(1.0, 0.0, 0.0); # } # # for ( # int i = 0; # i < int(injectionSwitch.y); // i < 1 # i++) # { # s.col = vec3(1.0, 0.0, 0.0);; # } # _GLF_color = vec4(s.col, 1.0); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 75 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %58 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %18 "buf0" OpMemberName %18 0 "injectionSwitch" OpName %20 "" OpName %31 "StructType" OpMemberName %31 0 "col" OpMemberName %31 1 "bbbb" OpName %58 "_GLF_color" OpMemberDecorate %18 0 Offset 0 OpDecorate %18 Block OpDecorate %20 DescriptorSet 0 OpDecorate %20 Binding 0 OpDecorate %41 RelaxedPrecision OpDecorate %55 RelaxedPrecision OpDecorate %58 Location 0 OpDecorate %70 RelaxedPrecision OpDecorate %71 RelaxedPrecision %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %9 = OpConstant %6 0 %16 = OpTypeFloat 32 %17 = OpTypeVector %16 2 %18 = OpTypeStruct %17 %19 = OpTypePointer Uniform %18 %20 = OpVariable %19 Uniform %21 = OpTypeInt 32 0 %22 = OpConstant %21 1 %23 = OpTypePointer Uniform %16 %27 = OpTypeBool %29 = OpTypeVector %16 3 %30 = OpTypeVector %27 4 %31 = OpTypeStruct %29 %30 %34 = OpConstant %16 1 %35 = OpConstant %16 0 %36 = OpConstantComposite %29 %34 %35 %35 %40 = OpConstant %6 1 %56 = OpTypeVector %16 4 %57 = OpTypePointer Output %56 %58 = OpVariable %57 Output %74 = OpUndef %31 %4 = OpFunction %2 None %3 %5 = OpLabel OpBranch %10 %10 = OpLabel %73 = OpPhi %31 %74 %5 %66 %11 %70 = OpPhi %6 %9 %5 %41 %11 %24 = OpAccessChain %23 %20 %9 %22 %25 = OpLoad %16 %24 %26 = OpConvertFToS %6 %25 %28 = OpSLessThan %27 %70 %26 OpLoopMerge %12 %11 None OpBranchConditional %28 %11 %12 %11 = OpLabel %66 = OpCompositeInsert %31 %36 %73 0 %41 = OpIAdd %6 %70 %40 OpBranch %10 %12 = OpLabel OpBranch %43 %43 = OpLabel %72 = OpPhi %31 %73 %12 %68 %44 %71 = OpPhi %6 %9 %12 %55 %44 %52 = OpSLessThan %27 %71 %26 OpLoopMerge %45 %44 None OpBranchConditional %52 %44 %45 %44 = OpLabel %68 = OpCompositeInsert %31 %36 %72 0 %55 = OpIAdd %6 %71 %40 OpBranch %43 %45 = OpLabel %60 = OpCompositeExtract %29 %72 0 %61 = OpCompositeExtract %16 %60 0 %62 = OpCompositeExtract %16 %60 1 %63 = OpCompositeExtract %16 %60 2 %64 = OpCompositeConstruct %56 %61 %62 %63 %34 OpStore %58 %64 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