#!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 continue statement # The test passes because the shader always writes the color red. # Optimized using spirv-opt with the following arguments: # '--eliminate-local-single-store' # '--simplify-instructions' # '--eliminate-dead-branches' # '--merge-blocks' # '--combine-access-chains' # '--vector-dce' # '--eliminate-dead-branches' # spirv-opt commit hash: 06407250a169c6a03b3765e86619075af1a8c187 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; # }; # vec3 computeColor() # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); # # for ( # int _injected_loop_counter = 1; # true; # 1) # { # if (injectionSwitch.x > 1.0) // Always false # { # if (injectionSwitch.x > 1.0) # { # } # continue; # } # return vec3(1.0); # } # return vec3(1.0); # } # void main() # { # computeColor(); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 53 ; 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 %9 "computeColor(" OpName %13 "_GLF_color" OpName %19 "_injected_loop_counter" OpName %29 "buf0" OpMemberName %29 0 "injectionSwitch" OpName %31 "" OpDecorate %13 Location 0 OpDecorate %19 RelaxedPrecision OpMemberDecorate %29 0 Offset 0 OpDecorate %29 Block OpDecorate %31 DescriptorSet 0 OpDecorate %31 Binding 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 3 %8 = OpTypeFunction %7 %11 = OpTypeVector %6 4 %12 = OpTypePointer Output %11 %13 = OpVariable %12 Output %14 = OpConstant %6 1 %15 = OpConstant %6 0 %16 = OpConstantComposite %11 %14 %15 %15 %14 %17 = OpTypeInt 32 1 %18 = OpTypePointer Function %17 %20 = OpConstant %17 1 %26 = OpTypeBool %27 = OpConstantTrue %26 %28 = OpTypeVector %6 2 %29 = OpTypeStruct %28 %30 = OpTypePointer Uniform %29 %31 = OpVariable %30 Uniform %32 = OpConstant %17 0 %33 = OpTypeInt 32 0 %34 = OpConstant %33 0 %35 = OpTypePointer Uniform %6 %47 = OpConstantComposite %7 %14 %14 %14 %4 = OpFunction %2 None %3 %5 = OpLabel %51 = OpFunctionCall %7 %9 OpReturn OpFunctionEnd %9 = OpFunction %7 None %8 %10 = OpLabel %19 = OpVariable %18 Function OpStore %13 %16 OpStore %19 %20 OpBranch %21 %21 = OpLabel OpLoopMerge %23 %45 None OpBranch %22 %22 = OpLabel %36 = OpAccessChain %35 %31 %32 %34 %37 = OpLoad %6 %36 %38 = OpFOrdGreaterThan %26 %37 %14 OpSelectionMerge %40 None OpBranchConditional %38 %39 %40 %39 = OpLabel %41 = OpAccessChain %35 %31 %32 %34 %42 = OpLoad %6 %41 %43 = OpFOrdGreaterThan %26 %42 %14 OpSelectionMerge %52 None OpBranchConditional %43 %44 %45 %44 = OpLabel OpBranch %45 %52 = OpLabel OpBranch %45 %45 = OpLabel OpBranch %21 %40 = OpLabel OpReturnValue %47 %23 = OpLabel OpUnreachable 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