#!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 uv value comparison as boolean # The test passes because the shader always writes the color red. # Optimized using spirv-opt with the following arguments: # '--scalar-replacement=100' # '--vector-dce' # '--redundancy-elimination' # '--ccp' # '--redundancy-elimination' # '--copy-propagate-arrays' # '--eliminate-dead-code-aggressive' # '--redundancy-elimination' # '--vector-dce' # '--inline-entry-points-exhaustive' # '--private-to-local' # '--if-conversion' # '--if-conversion' # '--eliminate-dead-code-aggressive' # '--if-conversion' # '--simplify-instructions' # '--eliminate-local-multi-store' # 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; # # void main() # { # vec2 uv; # bool c1 = uv.y < 0.25; # # for (int i = 0; i < 1; i++) # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Writes the color red # return; # } # if (c1) # { # return; # } # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 49 ; 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 "c1" OpName %12 "uv" OpName %22 "i" OpName %34 "_GLF_color" OpDecorate %22 RelaxedPrecision OpDecorate %34 Location 0 OpDecorate %39 RelaxedPrecision OpDecorate %40 RelaxedPrecision OpDecorate %45 RelaxedPrecision %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeBool %7 = OpTypePointer Function %6 %9 = OpTypeFloat 32 %10 = OpTypeVector %9 2 %11 = OpTypePointer Function %10 %13 = OpTypeInt 32 0 %14 = OpConstant %13 1 %15 = OpTypePointer Function %9 %18 = OpConstant %9 0.25 %20 = OpTypeInt 32 1 %21 = OpTypePointer Function %20 %23 = OpConstant %20 0 %30 = OpConstant %20 1 %32 = OpTypeVector %9 4 %33 = OpTypePointer Output %32 %34 = OpVariable %33 Output %35 = OpConstant %9 1 %36 = OpConstant %9 0 %37 = OpConstantComposite %32 %35 %36 %36 %35 %47 = OpUndef %20 %48 = OpUndef %6 %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %12 = OpVariable %11 Function %22 = OpVariable %21 Function %16 = OpAccessChain %15 %12 %14 %17 = OpLoad %9 %16 %19 = OpFOrdLessThan %6 %17 %18 OpStore %8 %19 OpStore %22 %23 OpBranch %24 %24 = OpLabel %46 = OpPhi %6 %19 %5 %48 %27 %45 = OpPhi %20 %23 %5 %47 %27 OpLoopMerge %26 %27 None OpBranch %28 %28 = OpLabel %31 = OpSLessThan %6 %45 %30 OpBranchConditional %31 %25 %26 %25 = OpLabel OpStore %34 %37 OpReturn %27 = OpLabel %39 = OpLoad %20 %22 %40 = OpIAdd %20 %39 %30 OpStore %22 %40 OpBranch %24 %26 = OpLabel OpSelectionMerge %43 None OpBranchConditional %46 %42 %43 %42 = OpLabel OpReturn %43 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant 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 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