#!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. 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 drawShape() # { # discard; # return vec3(1.0); # } # vec3 computePoint() # { # drawShape(); # return vec3(1.0); # } # void main() # { # if (injectionSwitch.x > injectionSwitch.y) // always false # { # drawShape(); # 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: 46 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %43 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %9 "drawShape(" OpName %11 "computePoint(" OpName %22 "buf0" OpMemberName %22 0 "injectionSwitch" OpName %24 "" OpName %43 "_GLF_color" OpMemberDecorate %22 0 Offset 0 OpDecorate %22 Block OpDecorate %24 DescriptorSet 0 OpDecorate %24 Binding 0 OpDecorate %43 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 3 %8 = OpTypeFunction %7 %14 = OpConstant %6 1 %15 = OpConstantComposite %7 %14 %14 %14 %21 = OpTypeVector %6 2 %22 = OpTypeStruct %21 %23 = OpTypePointer Uniform %22 %24 = OpVariable %23 Uniform %25 = OpTypeInt 32 1 %26 = OpConstant %25 0 %27 = OpTypeInt 32 0 %28 = OpConstant %27 0 %29 = OpTypePointer Uniform %6 %32 = OpConstant %27 1 %35 = OpTypeBool %41 = OpTypeVector %6 4 %42 = OpTypePointer Output %41 %43 = OpVariable %42 Output %44 = OpConstant %6 0 %45 = OpConstantComposite %41 %14 %44 %44 %14 %4 = OpFunction %2 None %3 %5 = OpLabel %30 = OpAccessChain %29 %24 %26 %28 %31 = OpLoad %6 %30 %33 = OpAccessChain %29 %24 %26 %32 %34 = OpLoad %6 %33 %36 = OpFOrdGreaterThan %35 %31 %34 OpSelectionMerge %38 None OpBranchConditional %36 %37 %38 %37 = OpLabel %39 = OpFunctionCall %7 %9 %40 = OpFunctionCall %7 %11 OpBranch %38 %38 = OpLabel OpStore %43 %45 OpReturn OpFunctionEnd %9 = OpFunction %7 None %8 %10 = OpLabel OpKill OpFunctionEnd %11 = OpFunction %7 None %8 %12 = OpLabel %18 = OpFunctionCall %7 %9 OpReturnValue %15 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