#!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 color set in for loop # The test passes because main always writes the color red. # Optimized using spirv-opt with the following arguments: # '--wrap-opkill' # '--eliminate-dead-branches' # '--merge-return' # '--inline-entry-points-exhaustive' # '--eliminate-dead-functions' # '--private-to-local' # '--scalar-replacement=0' # '--ssa-rewrite' # '--ccp' # spirv-opt commit hash: 18b3b94567a9251a6f8491a6d07c4422abadd22c 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; # }; # # void main() # { # if (injectionSwitch.x > 1.0) // Always false # { # for (mat4 tmp1; true;) # { # _GLF_color = vec4(0, 0, 0, 1); # } # } # _GLF_color = vec4(1, 0, 0, 1); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 35 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %31 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "buf0" OpMemberName %8 0 "injectionSwitch" OpName %10 "" OpName %31 "_GLF_color" OpMemberDecorate %8 0 Offset 0 OpDecorate %8 Block OpDecorate %10 DescriptorSet 0 OpDecorate %10 Binding 0 OpDecorate %31 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 2 %8 = OpTypeStruct %7 %9 = OpTypePointer Uniform %8 %10 = OpVariable %9 Uniform %11 = OpTypeInt 32 1 %12 = OpConstant %11 0 %13 = OpTypeInt 32 0 %14 = OpConstant %13 0 %15 = OpTypePointer Uniform %6 %18 = OpConstant %6 1 %19 = OpTypeBool %28 = OpConstantTrue %19 %29 = OpTypeVector %6 4 %30 = OpTypePointer Output %29 %31 = OpVariable %30 Output %32 = OpConstant %6 0 %33 = OpConstantComposite %29 %32 %32 %32 %18 %34 = OpConstantComposite %29 %18 %32 %32 %18 %4 = OpFunction %2 None %3 %5 = OpLabel %16 = OpAccessChain %15 %10 %12 %14 %17 = OpLoad %6 %16 %20 = OpFOrdGreaterThan %19 %17 %18 OpSelectionMerge %22 None OpBranchConditional %20 %21 %22 %21 = OpLabel OpBranch %23 %23 = OpLabel OpLoopMerge %25 %26 None OpBranch %27 %27 = OpLabel OpBranch %24 %24 = OpLabel OpStore %31 %33 OpBranch %26 %26 = OpLabel OpBranch %23 %25 = OpLabel OpUnreachable %22 = OpLabel OpStore %31 %34 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