#!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 an expression used in two discard guards # The test passes because most of the code never executes; the shader just 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; # precision highp int; # # layout(set = 0, binding = 0) uniform buf0 # { # vec2 injectionSwitch; # }; # layout(location = 0) out vec4 _GLF_color; # # mediump vec4 gv; # # void main() # { # if (injectionSwitch.x > 2.0) // always false # { # int temp = int(max(mix(vec4(1.0), vec4(1.0), gv), 8.6)[1]); # # if (temp < 150) # { # discard; # } # # if (temp < 180) # { # discard; # } # } # _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: 54 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %51 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "buf0" OpMemberName %8 0 "injectionSwitch" OpName %10 "" OpName %24 "temp" OpName %29 "gv" OpName %51 "_GLF_color" OpMemberDecorate %8 0 Offset 0 OpDecorate %8 Block OpDecorate %10 DescriptorSet 0 OpDecorate %10 Binding 0 OpDecorate %29 RelaxedPrecision OpDecorate %30 RelaxedPrecision OpDecorate %31 RelaxedPrecision OpDecorate %33 RelaxedPrecision OpDecorate %34 RelaxedPrecision OpDecorate %36 RelaxedPrecision OpDecorate %51 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 2 %19 = OpTypeBool %23 = OpTypePointer Function %11 %25 = OpTypeVector %6 4 %26 = OpConstant %6 1 %27 = OpConstantComposite %25 %26 %26 %26 %26 %28 = OpTypePointer Private %25 %29 = OpVariable %28 Private %32 = OpConstant %6 8.60000038 %35 = OpConstant %13 1 %39 = OpConstant %11 150 %45 = OpConstant %11 180 %50 = OpTypePointer Output %25 %51 = OpVariable %50 Output %52 = OpConstant %6 0 %53 = OpConstantComposite %25 %26 %52 %52 %26 %4 = OpFunction %2 None %3 %5 = OpLabel %24 = OpVariable %23 Function %16 = OpAccessChain %15 %10 %12 %14 %17 = OpLoad %6 %16 %20 = OpFOrdGreaterThan %19 %17 %18 OpSelectionMerge %22 None OpBranchConditional %20 %21 %22 %21 = OpLabel %30 = OpLoad %25 %29 %31 = OpExtInst %25 %1 FMix %27 %27 %30 %33 = OpCompositeConstruct %25 %32 %32 %32 %32 %34 = OpExtInst %25 %1 FMax %31 %33 %36 = OpCompositeExtract %6 %34 1 %37 = OpConvertFToS %11 %36 OpStore %24 %37 %38 = OpLoad %11 %24 %40 = OpSLessThan %19 %38 %39 OpSelectionMerge %42 None OpBranchConditional %40 %41 %42 %41 = OpLabel OpKill %42 = OpLabel %44 = OpLoad %11 %24 %46 = OpSLessThan %19 %44 %45 OpSelectionMerge %48 None OpBranchConditional %46 %47 %48 %47 = OpLabel OpKill %48 = OpLabel OpBranch %22 %22 = OpLabel OpStore %51 %53 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