#!amber # Copyright 2020 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: Nested switches with break and discard # The test passes because the shader always writes red. SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # precision highp float; # # layout(set = 0, binding = 0) uniform buf0 # { # vec2 injectionSwitch; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { # _GLF_color = vec4(0.0, 0.0, 0.0, 1.0); # # switch (int(injectionSwitch.x)) // 0 # { # case 0: # switch (1) # { # case 1: # if (gl_FragCoord.y >= 0.0) // Always true. # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Red. # break; # } # discard; # } # case 42: # break; # } # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 47 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %9 %32 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %9 "_GLF_color" OpName %14 "buf0" OpMemberName %14 0 "injectionSwitch" OpName %16 "" OpName %32 "gl_FragCoord" OpDecorate %9 Location 0 OpMemberDecorate %14 0 Offset 0 OpDecorate %14 Block OpDecorate %16 DescriptorSet 0 OpDecorate %16 Binding 0 OpDecorate %32 BuiltIn FragCoord %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 4 %8 = OpTypePointer Output %7 %9 = OpVariable %8 Output %10 = OpConstant %6 0 %11 = OpConstant %6 1 %12 = OpConstantComposite %7 %10 %10 %10 %11 %13 = OpTypeVector %6 2 %14 = OpTypeStruct %13 %15 = OpTypePointer Uniform %14 %16 = OpVariable %15 Uniform %17 = OpTypeInt 32 1 %18 = OpConstant %17 0 %19 = OpTypeInt 32 0 %20 = OpConstant %19 0 %21 = OpTypePointer Uniform %6 %28 = OpConstant %17 1 %31 = OpTypePointer Input %7 %32 = OpVariable %31 Input %33 = OpConstant %19 1 %34 = OpTypePointer Input %6 %37 = OpTypeBool %41 = OpConstantComposite %7 %11 %10 %10 %11 %4 = OpFunction %2 None %3 %5 = OpLabel OpStore %9 %12 %22 = OpAccessChain %21 %16 %18 %20 %23 = OpLoad %6 %22 %24 = OpConvertFToS %17 %23 OpSelectionMerge %27 None OpSwitch %24 %27 0 %25 42 %26 %25 = OpLabel OpSelectionMerge %30 None OpSwitch %28 %30 1 %29 %29 = OpLabel %35 = OpAccessChain %34 %32 %33 %36 = OpLoad %6 %35 %38 = OpFOrdGreaterThanEqual %37 %36 %10 OpSelectionMerge %40 None OpBranchConditional %38 %39 %40 %39 = OpLabel OpStore %9 %41 OpBranch %30 %40 = OpLabel OpKill %30 = OpLabel OpBranch %26 %26 = OpLabel OpBranch %27 %27 = 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