#!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 wrong color write in false if # The test passes because the shader always writes color red. # Wrong color mix and write is inside a false if statement. SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 310 es # precision highp float; # # precision highp int; # # layout(location = 0) out vec4 _GLF_color; # # layout(set = 0, binding = 0) uniform buf0 # { # vec2 injectionSwitch; # }; # # void main() # { # float height; # height = 256.0; # # if (injectionSwitch.y < 0.0) // always false # { # _GLF_color = mix(vec4(30.18, 8840.7235, 469.970, 18.24), vec4(9.9, 0.1, 1169.5387, 55.79), vec4(7612.9451, 797.011, height, 9.0)); # } # # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 47 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %28 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "height" OpName %11 "buf0" OpMemberName %11 0 "injectionSwitch" OpName %13 "" OpName %28 "_GLF_color" OpMemberDecorate %11 0 Offset 0 OpDecorate %11 Block OpDecorate %13 DescriptorSet 0 OpDecorate %13 Binding 0 OpDecorate %28 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeFloat 32 %7 = OpTypePointer Function %6 %9 = OpConstant %6 256 %10 = OpTypeVector %6 2 %11 = OpTypeStruct %10 %12 = OpTypePointer Uniform %11 %13 = OpVariable %12 Uniform %14 = OpTypeInt 32 1 %15 = OpConstant %14 0 %16 = OpTypeInt 32 0 %17 = OpConstant %16 1 %18 = OpTypePointer Uniform %6 %21 = OpConstant %6 0 %22 = OpTypeBool %26 = OpTypeVector %6 4 %27 = OpTypePointer Output %26 %28 = OpVariable %27 Output %29 = OpConstant %6 30.1800003 %30 = OpConstant %6 8840.72363 %31 = OpConstant %6 469.970001 %32 = OpConstant %6 18.2399998 %33 = OpConstantComposite %26 %29 %30 %31 %32 %34 = OpConstant %6 9.89999962 %35 = OpConstant %6 0.100000001 %36 = OpConstant %6 1169.5387 %37 = OpConstant %6 55.7900009 %38 = OpConstantComposite %26 %34 %35 %36 %37 %39 = OpConstant %6 7612.94531 %40 = OpConstant %6 797.010986 %42 = OpConstant %6 9 %45 = OpConstant %6 1 %46 = OpConstantComposite %26 %45 %21 %21 %45 %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function OpStore %8 %9 %19 = OpAccessChain %18 %13 %15 %17 %20 = OpLoad %6 %19 %23 = OpFOrdLessThan %22 %20 %21 OpSelectionMerge %25 None OpBranchConditional %23 %24 %25 %24 = OpLabel %41 = OpLoad %6 %8 %43 = OpCompositeConstruct %26 %39 %40 %41 %42 %44 = OpExtInst %26 %1 FMix %33 %38 %43 OpStore %28 %44 OpBranch %25 %25 = OpLabel OpStore %28 %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