#!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: Fragment shader that writes red despite unreachable loops # The test passes because red is written, and the loops inside the if (one of # which would be infinite) are dynamically unreachable due to the runtime content # of 'injected'. 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 injected; # }; # # void main() # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); # if (injected.x > injected.y) { # do # { # } # while(false); # { # for( # int m = 1; # true; # 1 # ) # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); # } # } # } # } SHADER fragment variant_fragment_shader SPIRV-ASM ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 45 ; 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 %14 "buf0" OpMemberName %14 0 "injected" OpName %16 "" OpName %37 "m" OpDecorate %9 Location 0 OpMemberDecorate %14 0 Offset 0 OpDecorate %14 Block OpDecorate %16 DescriptorSet 0 OpDecorate %16 Binding 0 OpDecorate %37 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 %13 = OpTypeVector %6 2 %14 = OpTypeStruct %13 %15 = OpTypePointer Uniform %14 %16 = OpVariable %15 Uniform %17 = OpTypeInt 32 1 %18 = OpConstant %17 0 %19 = OpTypeInt 32 0 %20 = OpConstant %19 0 %21 = OpTypePointer Uniform %6 %24 = OpConstant %19 1 %27 = OpTypeBool %35 = OpConstantFalse %27 %36 = OpTypePointer Function %17 %38 = OpConstant %17 1 %44 = OpConstantTrue %27 %4 = OpFunction %2 None %3 %5 = OpLabel %37 = OpVariable %36 Function OpStore %9 %12 %22 = OpAccessChain %21 %16 %18 %20 %23 = OpLoad %6 %22 %25 = OpAccessChain %21 %16 %18 %24 %26 = OpLoad %6 %25 %28 = OpFOrdGreaterThan %27 %23 %26 OpSelectionMerge %30 None OpBranchConditional %28 %29 %30 %29 = OpLabel OpBranch %31 %31 = OpLabel OpLoopMerge %33 %34 None OpBranch %32 %32 = OpLabel OpBranch %34 %34 = OpLabel OpBranchConditional %35 %31 %33 %33 = OpLabel OpStore %37 %38 OpBranch %39 %39 = OpLabel OpLoopMerge %41 %42 None OpBranch %43 %43 = OpLabel OpBranchConditional %44 %40 %41 %40 = OpLabel OpStore %9 %12 OpBranch %42 %42 = OpLabel OpBranch %39 %41 = OpLabel OpBranch %30 %30 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # resolution BUFFER variant_resolution DATA_TYPE vec2 DATA 0.0 1.0 END BUFFER framebuffer FORMAT B8G8R8A8_UNORM PIPELINE graphics gfz_pipeline ATTACH variant_vertex_shader ATTACH variant_fragment_shader FRAMEBUFFER_SIZE 256 256 BIND BUFFER framebuffer AS color LOCATION 0 BIND BUFFER variant_resolution AS uniform DESCRIPTOR_SET 0 BINDING 0 END CLEAR_COLOR gfz_pipeline 0 0 0 255 CLEAR gfz_pipeline RUN gfz_pipeline DRAW_RECT POS 0 0 SIZE 256 256 EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGB 255 0 0