#!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 unreachable while loop # The test passes because the shader always writes the color red. # The rest of the code is never reached. # Optimized using spirv-opt with the following arguments: # '-O' # spirv-opt commit hash: 6b072126595dd8c2448eb1fda616251c5e6d7079 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; # }; # # float deadCode() # { # float s; # for (int i = 1; true; 1) # { # if (gl_FragCoord.x < 0.0) # { # if (injectionSwitch.x > 1.0) # { # return 1.0; # } # continue; # } # return s; # } # return 1.0; # } # # void main() # { # if (injectionSwitch.x > 1.0) // Always false # { # vec4 c; # c.y = deadCode(); # _GLF_color = c; # } # # // Always write color red because the other code is never reached. # _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: 120 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %23 %64 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %23 "gl_FragCoord" OpName %34 "buf0" OpMemberName %34 0 "injectionSwitch" OpName %36 "" OpName %64 "_GLF_color" OpDecorate %23 BuiltIn FragCoord OpMemberDecorate %34 0 Offset 0 OpDecorate %34 Block OpDecorate %36 DescriptorSet 0 OpDecorate %36 Binding 0 OpDecorate %64 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %10 = OpTypeInt 32 1 %19 = OpTypeBool %21 = OpTypeVector %6 4 %22 = OpTypePointer Input %21 %23 = OpVariable %22 Input %24 = OpTypeInt 32 0 %25 = OpConstant %24 0 %26 = OpTypePointer Input %6 %29 = OpConstant %6 0 %33 = OpTypeVector %6 2 %34 = OpTypeStruct %33 %35 = OpTypePointer Uniform %34 %36 = OpVariable %35 Uniform %37 = OpConstant %10 0 %38 = OpTypePointer Uniform %6 %41 = OpConstant %6 1 %63 = OpTypePointer Output %21 %64 = OpVariable %63 Output %66 = OpConstantComposite %21 %41 %29 %29 %41 %110 = OpUndef %6 %118 = OpUndef %21 %4 = OpFunction %2 None %3 %5 = OpLabel %53 = OpAccessChain %38 %36 %37 %25 %54 = OpLoad %6 %53 %55 = OpFOrdGreaterThan %19 %54 %41 OpSelectionMerge %57 None OpBranchConditional %55 %56 %57 %56 = OpLabel OpBranch %83 %83 = OpLabel OpLoopMerge %84 %85 None OpBranch %87 %87 = OpLabel OpLoopMerge %88 %100 None OpBranch %91 %91 = OpLabel %92 = OpAccessChain %26 %23 %25 %93 = OpLoad %6 %92 %94 = OpFOrdLessThan %19 %93 %29 OpSelectionMerge %95 None OpBranchConditional %94 %96 %95 %96 = OpLabel OpSelectionMerge %119 None OpBranchConditional %55 %101 %100 %101 = OpLabel OpBranch %88 %119 = OpLabel OpBranch %100 %100 = OpLabel OpBranch %87 %95 = OpLabel OpBranch %88 %88 = OpLabel %113 = OpPhi %6 %41 %101 %110 %95 OpBranch %84 %85 = OpLabel OpBranch %83 %84 = OpLabel %107 = OpCompositeInsert %21 %113 %118 1 OpStore %64 %107 OpBranch %57 %57 = OpLabel OpStore %64 %66 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