#!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 switch and some data flow # Checks that all pixels are red. # Passes because main always writes red to _GLF_color. # Optimized using spirv-opt with the following arguments: # '-Os' # Derived from the following GLSL. # Fragment shader 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() # { # float data[2]; # data[0] = injectionSwitch.x; # data[1] = injectionSwitch.x; # # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); # # if (data[1] > 1.0) # { # switch (int(injectionSwitch.x)) # { # case 0: # float temp = 1.0; # case 1: # data[int(injectionSwitch.x)] = temp; # _GLF_color = vec4(0.0, 0.0, 0.0, 0.0); # default: # break; # } # } # } SHADER vertex variant_vertex_shader PASSTHROUGH SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 58 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %30 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %11 "data" OpName %15 "buf0" OpMemberName %15 0 "injectionSwitch" OpName %17 "" OpName %30 "_GLF_color" OpMemberDecorate %15 0 Offset 0 OpDecorate %15 Block OpDecorate %17 DescriptorSet 0 OpDecorate %17 Binding 0 OpDecorate %30 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeInt 32 0 %8 = OpConstant %7 2 %9 = OpTypeArray %6 %8 %10 = OpTypePointer Function %9 %12 = OpTypeInt 32 1 %13 = OpConstant %12 0 %14 = OpTypeVector %6 2 %15 = OpTypeStruct %14 %16 = OpTypePointer Uniform %15 %17 = OpVariable %16 Uniform %18 = OpConstant %7 0 %19 = OpTypePointer Uniform %6 %22 = OpTypePointer Function %6 %24 = OpConstant %12 1 %28 = OpTypeVector %6 4 %29 = OpTypePointer Output %28 %30 = OpVariable %29 Output %31 = OpConstant %6 1 %32 = OpConstant %6 0 %33 = OpConstantComposite %28 %31 %32 %32 %31 %36 = OpTypeBool %53 = OpConstantComposite %28 %32 %32 %32 %32 %57 = OpUndef %6 %4 = OpFunction %2 None %3 %5 = OpLabel %11 = OpVariable %10 Function %20 = OpAccessChain %19 %17 %13 %18 %21 = OpLoad %6 %20 %23 = OpAccessChain %22 %11 %13 OpStore %23 %21 %27 = OpAccessChain %22 %11 %24 OpStore %27 %21 OpStore %30 %33 %35 = OpLoad %6 %27 %37 = OpFOrdGreaterThan %36 %35 %31 OpSelectionMerge %39 None OpBranchConditional %37 %38 %39 %38 = OpLabel %42 = OpConvertFToS %12 %21 OpSelectionMerge %45 None OpSwitch %42 %45 0 %43 1 %44 %45 = OpLabel OpBranch %39 %43 = OpLabel OpBranch %44 %44 = OpLabel %56 = OpPhi %6 %57 %38 %31 %43 %52 = OpAccessChain %22 %11 %42 OpStore %52 %56 OpStore %30 %53 OpBranch %45 %39 = OpLabel 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