#!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 an always false while function # The test passes because the shader always writes the color red (while function in the shader is always false) # Optimized using spirv-opt with the following arguments: # '--redundancy-elimination' # '--reduce-load-size' # '--eliminate-dead-branches' # '--merge-blocks' # '--vector-dce' # '--eliminate-dead-branches' # spirv-opt commit hash: 230c9e437146e48ec58adb4433890403c23c98fa 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; # }; # void main() # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); # do # { # for( # int j = int(injectionSwitch.x); # j < 2; # ++j # ) # { # return; # } # } # while(0.0 > injectionSwitch.y); # int(injectionSwitch.y); # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 52 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %9 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %9 "_GLF_color" OpName %19 "j" OpName %21 "buf0" OpMemberName %21 0 "injectionSwitch" OpName %23 "" OpDecorate %9 Location 0 OpDecorate %19 RelaxedPrecision OpMemberDecorate %21 0 Offset 0 OpDecorate %21 Block OpDecorate %23 DescriptorSet 0 OpDecorate %23 Binding 0 OpDecorate %30 RelaxedPrecision OpDecorate %36 RelaxedPrecision %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypeVector %6 4 %8 = OpTypePointer Output %7 %9 = OpVariable %8 Output %10 = OpConstant %6 1 %11 = OpConstant %6 0 %12 = OpConstantComposite %7 %10 %11 %11 %10 %17 = OpTypeInt 32 1 %18 = OpTypePointer Function %17 %20 = OpTypeVector %6 2 %21 = OpTypeStruct %20 %22 = OpTypePointer Uniform %21 %23 = OpVariable %22 Uniform %24 = OpConstant %17 0 %25 = OpTypeInt 32 0 %26 = OpConstant %25 0 %27 = OpTypePointer Uniform %6 %37 = OpConstant %17 2 %38 = OpTypeBool %42 = OpConstant %17 1 %44 = OpConstant %25 1 %4 = OpFunction %2 None %3 %5 = OpLabel %19 = OpVariable %18 Function OpStore %9 %12 OpBranch %13 %13 = OpLabel %28 = OpAccessChain %27 %23 %24 %26 %29 = OpLoad %6 %28 %30 = OpConvertFToS %17 %29 OpStore %19 %30 OpLoopMerge %15 %33 None OpBranch %31 %31 = OpLabel %36 = OpLoad %17 %19 %39 = OpSLessThan %38 %36 %37 OpLoopMerge %51 %34 None OpBranchConditional %39 %32 %51 %32 = OpLabel OpReturn %34 = OpLabel OpBranch %31 %51 = OpLabel OpBranch %33 %33 = OpLabel %45 = OpAccessChain %27 %23 %24 %44 %46 = OpLoad %6 %45 %47 = OpFOrdGreaterThan %38 %11 %46 OpBranchConditional %47 %13 %15 %15 = OpLabel %50 = OpConvertFToS %17 %46 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