#!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, if, and discard # The test passes because the shader always writes the color red; # the switch is always skipped. 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() # { # switch (int(injectionSwitch.y)) // always 1 # { # case -1: # if (injectionSwitch.y > injectionSwitch.x) # { # 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: 38 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %34 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "buf0" OpMemberName %8 0 "injectionSwitch" OpName %10 "" OpName %34 "_GLF_color" OpMemberDecorate %8 0 Offset 0 OpDecorate %8 Block OpDecorate %10 DescriptorSet 0 OpDecorate %10 Binding 0 OpDecorate %34 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 1 %15 = OpTypePointer Uniform %6 %23 = OpConstant %13 0 %26 = OpTypeBool %32 = OpTypeVector %6 4 %33 = OpTypePointer Output %32 %34 = OpVariable %33 Output %35 = OpConstant %6 1 %36 = OpConstant %6 0 %37 = OpConstantComposite %32 %35 %36 %36 %35 %4 = OpFunction %2 None %3 %5 = OpLabel %16 = OpAccessChain %15 %10 %12 %14 %17 = OpLoad %6 %16 %18 = OpConvertFToS %11 %17 OpSelectionMerge %20 None OpSwitch %18 %20 -1 %19 %19 = OpLabel %21 = OpAccessChain %15 %10 %12 %14 %22 = OpLoad %6 %21 %24 = OpAccessChain %15 %10 %12 %23 %25 = OpLoad %6 %24 %27 = OpFOrdGreaterThan %26 %22 %25 OpSelectionMerge %29 None OpBranchConditional %27 %28 %29 %28 = OpLabel OpKill %29 = OpLabel OpBranch %20 %20 = OpLabel OpStore %34 %37 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