#!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 a for loop condition being always false # An always false condition is passed to a for loop inside a function. The test passes if red color is written after the for loop. # Optimized using spirv-opt with the following arguments: # '--eliminate-dead-branches' # '--merge-blocks' # '--vector-dce' # '--eliminate-dead-branches' # '--merge-blocks' # '--eliminate-dead-code-aggressive' # '--eliminate-local-single-block' # '--private-to-local' # '--convert-local-access-chains' # '--simplify-instructions' # '--eliminate-dead-inserts' # '--copy-propagate-arrays' # '--simplify-instructions' # '--eliminate-dead-code-aggressive' # '--eliminate-local-multi-store' # spirv-opt commit hash: 9559cdbdf011c487f67f89e2d694bd4a18d5c1e0 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 color; # # vec3 drawShape(vec2 pos) # { # bool c3; # c3 = pos.y < 1.0; # for( # ivec2(8576, 72916); # c3; # bvec2(false, false) # ) # { # return vec3(1.0); # } # return vec3(1.0); # } # void main() # { # drawShape(vec2(1.0)); # 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; 7 ; Bound: 52 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %47 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %12 "drawShape(vf2;" OpName %11 "pos" OpName %16 "c3" OpName %43 "param" OpName %47 "color" OpDecorate %47 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 2 %8 = OpTypePointer Function %7 %9 = OpTypeVector %6 3 %10 = OpTypeFunction %9 %8 %14 = OpTypeBool %15 = OpTypePointer Function %14 %17 = OpTypeInt 32 0 %18 = OpConstant %17 1 %19 = OpTypePointer Function %6 %22 = OpConstant %6 1 %35 = OpConstantComposite %9 %22 %22 %22 %42 = OpConstantComposite %7 %22 %22 %45 = OpTypeVector %6 4 %46 = OpTypePointer Output %45 %47 = OpVariable %46 Output %48 = OpConstant %6 0 %49 = OpConstantComposite %45 %22 %48 %48 %22 %51 = OpUndef %14 %4 = OpFunction %2 None %3 %5 = OpLabel %43 = OpVariable %8 Function OpStore %43 %42 %44 = OpFunctionCall %9 %12 %43 OpStore %47 %49 OpReturn OpFunctionEnd %12 = OpFunction %9 None %10 %11 = OpFunctionParameter %8 %13 = OpLabel %16 = OpVariable %15 Function %20 = OpAccessChain %19 %11 %18 %21 = OpLoad %6 %20 %23 = OpFOrdLessThan %14 %21 %22 OpStore %16 %23 OpBranch %29 %29 = OpLabel %50 = OpPhi %14 %23 %13 %51 %32 OpLoopMerge %31 %32 None OpBranchConditional %50 %30 %31 %30 = OpLabel OpReturnValue %35 %32 = OpLabel OpBranch %29 %31 = OpLabel OpReturnValue %35 OpFunctionEnd 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 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