#!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 discard keyword and a return # The test passes because main always writes the color red; the discard statement is unreachable. # Optimized using spirv-opt with the following arguments: # '--eliminate-dead-branches' # '--merge-return' # '--eliminate-dead-branches' # '--merge-blocks' # spirv-opt commit hash: 230c9e437146e48ec58adb4433890403c23c98fa SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # precision highp float; # # layout(location = 0) out vec4 _GLF_color; # layout(set = 0, binding = 0) uniform buf0 # { # vec2 injectionSwitch; # }; # # vec3 computePoint() # { # if (injectionSwitch.x > injectionSwitch.y) // always false # { # discard; # return vec3(1.0); # } # } # void main() # { # # computePoint(); # if (false) # { # } # if (gl_FragCoord.x < 0.0) # { # return; # } # computePoint(); # # _GLF_color = vec4(1.0, 0.0, 0.0, 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: 60 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %40 %51 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %9 "computePoint(" OpName %12 "buf0" OpMemberName %12 0 "injectionSwitch" OpName %14 "" OpName %40 "gl_FragCoord" OpName %51 "_GLF_color" OpMemberDecorate %12 0 Offset 0 OpDecorate %12 Block OpDecorate %14 DescriptorSet 0 OpDecorate %14 Binding 0 OpDecorate %40 BuiltIn FragCoord OpDecorate %51 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 3 %8 = OpTypeFunction %7 %11 = OpTypeVector %6 2 %12 = OpTypeStruct %11 %13 = OpTypePointer Uniform %12 %14 = OpVariable %13 Uniform %15 = OpTypeInt 32 1 %16 = OpConstant %15 0 %17 = OpTypeInt 32 0 %18 = OpConstant %17 0 %19 = OpTypePointer Uniform %6 %22 = OpConstant %17 1 %25 = OpTypeBool %30 = OpConstant %6 1 %31 = OpConstantComposite %7 %30 %30 %30 %35 = OpConstantFalse %25 %38 = OpTypeVector %6 4 %39 = OpTypePointer Input %38 %40 = OpVariable %39 Input %41 = OpTypePointer Input %6 %44 = OpConstant %6 0 %50 = OpTypePointer Output %38 %51 = OpVariable %50 Output %52 = OpConstantComposite %38 %30 %44 %44 %30 %57 = OpTypePointer Function %25 %59 = OpConstantTrue %25 %4 = OpFunction %2 None %3 %5 = OpLabel %58 = OpVariable %57 Function %35 OpBranch %54 %54 = OpLabel %34 = OpFunctionCall %7 %9 OpLoopMerge %53 %56 None OpBranch %37 %37 = OpLabel %42 = OpAccessChain %41 %40 %18 %43 = OpLoad %6 %42 %45 = OpFOrdLessThan %25 %43 %44 OpSelectionMerge %47 None OpBranchConditional %45 %46 %47 %46 = OpLabel OpStore %58 %59 OpBranch %53 %47 = OpLabel %49 = OpFunctionCall %7 %9 OpStore %51 %52 OpStore %58 %59 OpBranch %53 %56 = OpLabel OpBranch %54 %53 = OpLabel OpReturn OpFunctionEnd %9 = OpFunction %7 None %8 %10 = OpLabel %20 = OpAccessChain %19 %14 %16 %18 %21 = OpLoad %6 %20 %23 = OpAccessChain %19 %14 %16 %22 %24 = OpLoad %6 %23 %26 = OpFOrdGreaterThan %25 %21 %24 OpSelectionMerge %28 None OpBranchConditional %26 %27 %28 %27 = OpLabel OpKill %28 = OpLabel %33 = OpUndef %7 OpReturnValue %33 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