#!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 shader with conditional return inside an infinite loop # The test passes because the shader always writes the color red. 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; # }; # # int GLF_live6tree[10]; # # int GLF_live6search() # { # // This function is never accessed # int GLF_live6currentNode; # int GLF_live6index = 0; # while (true) # { # GLF_live6currentNode = GLF_live6tree[GLF_live6index]; # if (GLF_live6currentNode != 1) # { # return 1; # } # GLF_live6index = 1; # } # return 1; # } # # void main() # { # if (injectionSwitch.x > 1.0) // Always false # { # GLF_live6search(); # } # _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: 57 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %54 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "GLF_live6search(" OpName %11 "GLF_live6index" OpName %20 "GLF_live6currentNode" OpName %25 "GLF_live6tree" OpName %40 "buf0" OpMemberName %40 0 "injectionSwitch" OpName %42 "" OpName %54 "_GLF_color" OpDecorate %8 RelaxedPrecision OpDecorate %11 RelaxedPrecision OpDecorate %20 RelaxedPrecision OpDecorate %25 RelaxedPrecision OpDecorate %26 RelaxedPrecision OpDecorate %29 RelaxedPrecision OpDecorate %30 RelaxedPrecision OpMemberDecorate %40 0 Offset 0 OpDecorate %40 Block OpDecorate %42 DescriptorSet 0 OpDecorate %42 Binding 0 OpDecorate %51 RelaxedPrecision OpDecorate %54 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %7 = OpTypeFunction %6 %10 = OpTypePointer Function %6 %12 = OpConstant %6 0 %18 = OpTypeBool %19 = OpConstantTrue %18 %21 = OpTypeInt 32 0 %22 = OpConstant %21 10 %23 = OpTypeArray %6 %22 %24 = OpTypePointer Private %23 %25 = OpVariable %24 Private %27 = OpTypePointer Private %6 %31 = OpConstant %6 1 %38 = OpTypeFloat 32 %39 = OpTypeVector %38 2 %40 = OpTypeStruct %39 %41 = OpTypePointer Uniform %40 %42 = OpVariable %41 Uniform %43 = OpConstant %21 0 %44 = OpTypePointer Uniform %38 %47 = OpConstant %38 1 %52 = OpTypeVector %38 4 %53 = OpTypePointer Output %52 %54 = OpVariable %53 Output %55 = OpConstant %38 0 %56 = OpConstantComposite %52 %47 %55 %55 %47 %4 = OpFunction %2 None %3 %5 = OpLabel %45 = OpAccessChain %44 %42 %12 %43 %46 = OpLoad %38 %45 %48 = OpFOrdGreaterThan %18 %46 %47 OpSelectionMerge %50 None OpBranchConditional %48 %49 %50 %49 = OpLabel %51 = OpFunctionCall %6 %8 OpBranch %50 %50 = OpLabel OpStore %54 %56 OpReturn OpFunctionEnd %8 = OpFunction %6 None %7 %9 = OpLabel %11 = OpVariable %10 Function %20 = OpVariable %10 Function OpStore %11 %12 OpBranch %13 %13 = OpLabel OpLoopMerge %15 %16 None OpBranch %17 %17 = OpLabel OpBranchConditional %19 %14 %15 %14 = OpLabel %26 = OpLoad %6 %11 %28 = OpAccessChain %27 %25 %26 %29 = OpLoad %6 %28 OpStore %20 %29 %30 = OpLoad %6 %20 %32 = OpINotEqual %18 %30 %31 OpSelectionMerge %34 None OpBranchConditional %32 %33 %34 %33 = OpLabel OpReturnValue %31 %34 = OpLabel OpStore %11 %31 OpBranch %16 %16 = OpLabel OpBranch %13 %15 = OpLabel OpReturnValue %31 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