#!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 nested do while and undefined int # The test passes because the shader always writes color red. performPartition() writes the color red and then always returns early. # Optimized using spirv-opt with the following arguments: # '--if-conversion' # '--redundancy-elimination' # '--eliminate-local-multi-store' # '--ccp' # '--eliminate-local-multi-store' # '--eliminate-dead-inserts' # '--ccp' # '--eliminate-dead-branches' # '--merge-blocks' # '--eliminate-dead-inserts' # '--ccp' # '--eliminate-dead-branches' # '--private-to-local' # '--eliminate-dead-branches' # spirv-opt commit hash: ad7f2c5c4c7f51360e9e079109a9217aa5ba5cc0 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; # }; # # int performPartition() # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red # int i; # do # { # if (injectionSwitch.y < 0.0) // Always false # { # } # else # { # for (int GLF_live0i = 0; GLF_live0i < 1; GLF_live0i++) # { # if (injectionSwitch.y < 0.0) // Always false # { # break; # } # return 1; // We always return here. The code below is never executed. # } # if (injectionSwitch.y < 0.0) # { # do # { # return 1; # } while (false); # } # } # } while (false); # return i; # } # # void main() # { # performPartition(); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 80 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %13 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "performPartition(" OpName %13 "_GLF_color" OpName %22 "buf0" OpMemberName %22 0 "injectionSwitch" OpName %24 "" OpName %37 "GLF_live0i" OpName %66 "i" OpDecorate %8 RelaxedPrecision OpDecorate %13 Location 0 OpMemberDecorate %22 0 Offset 0 OpDecorate %22 Block OpDecorate %24 DescriptorSet 0 OpDecorate %24 Binding 0 OpDecorate %37 RelaxedPrecision OpDecorate %66 RelaxedPrecision OpDecorate %70 RelaxedPrecision OpDecorate %73 RelaxedPrecision OpDecorate %72 RelaxedPrecision OpDecorate %73 RelaxedPrecision OpDecorate %73 RelaxedPrecision %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %7 = OpTypeFunction %6 %10 = OpTypeFloat 32 %11 = OpTypeVector %10 4 %12 = OpTypePointer Output %11 %13 = OpVariable %12 Output %14 = OpConstant %10 1 %15 = OpConstant %10 0 %16 = OpConstantComposite %11 %14 %15 %15 %14 %21 = OpTypeVector %10 2 %22 = OpTypeStruct %21 %23 = OpTypePointer Uniform %22 %24 = OpVariable %23 Uniform %25 = OpConstant %6 0 %26 = OpTypeInt 32 0 %27 = OpConstant %26 1 %28 = OpTypePointer Uniform %10 %31 = OpTypeBool %36 = OpTypePointer Function %6 %44 = OpConstant %6 1 %65 = OpConstantFalse %31 %74 = OpUndef %6 %78 = OpConstantTrue %31 %4 = OpFunction %2 None %3 %5 = OpLabel %70 = OpFunctionCall %6 %8 OpReturn OpFunctionEnd %8 = OpFunction %6 None %7 %9 = OpLabel %37 = OpVariable %36 Function %66 = OpVariable %36 Function OpStore %13 %16 OpBranch %17 %17 = OpLabel %73 = OpPhi %6 %74 %9 %72 %34 OpLoopMerge %19 %34 None OpBranch %18 %18 = OpLabel %29 = OpAccessChain %28 %24 %25 %27 %30 = OpLoad %10 %29 %32 = OpFOrdLessThan %31 %30 %15 OpSelectionMerge %79 None OpBranchConditional %32 %33 %35 %35 = OpLabel OpStore %37 %25 OpBranch %38 %38 = OpLabel %45 = OpSLessThan %31 %25 %44 OpLoopMerge %49 %41 None OpBranch %39 %39 = OpLabel OpSelectionMerge %50 None OpBranchConditional %32 %49 %50 %49 = OpLabel OpSelectionMerge %59 None OpBranchConditional %32 %58 %59 %50 = OpLabel OpReturnValue %44 %41 = OpLabel OpBranch %38 %58 = OpLabel OpBranch %60 %60 = OpLabel OpLoopMerge %62 %63 None OpBranch %61 %61 = OpLabel OpReturnValue %44 %63 = OpLabel OpBranch %60 %62 = OpLabel OpUnreachable %59 = OpLabel OpBranch %34 %33 = OpLabel OpBranch %34 %79 = OpLabel OpBranch %34 %34 = OpLabel %72 = OpPhi %6 %73 %33 %73 %59 %25 %79 OpBranchConditional %65 %17 %19 %19 = OpLabel OpReturnValue %72 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