#!amber # Copyright 2020 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 the GraphicsFuzz project. # Short description: A fragment shader with false if return in do while loop # The test passes because the shader always writes color red. # Optimized using spirv-opt with the following arguments: # '--inline-entry-points-exhaustive' # '--ccp' # '--eliminate-local-single-block' # '--eliminate-dead-inserts' # '--eliminate-dead-inserts' # '--combine-access-chains' # '--eliminate-local-single-block' # '--reduce-load-size' # '--eliminate-local-single-store' # '--eliminate-dead-branches' # '--reduce-load-size' # '--eliminate-dead-code-aggressive' # '--eliminate-local-multi-store' # '--redundancy-elimination' # spirv-opt commit hash: e28436f2b8a2f0705a07de908178d2ea2682c6d3 SHADER vertex variant_vertex_shader PASSTHROUGH # variant_fragment_shader is derived from the following GLSL: # #version 320 es # # precision highp float; # precision highp int; # # # layout(set = 0, binding = 0) uniform buf0 # { # vec2 injectionSwitch; //x == 0.0, y == 1.0 # }; # # struct struct_base # { # float count; # }; # # layout(location = 0) out vec4 _GLF_color; # # void main() # { // loop_limit == 100 # int loop_limit = (injectionSwitch.y > 0.0 ? 100 : 1); # int loop_count = 0; # # bool bool_a = true; # # struct_base struct_a = struct_base(1.0); # do # { # loop_count++; # // Always false. # if (injectionSwitch.x > injectionSwitch.y) # { # return ; # } # } # // Always false. # while ((struct_a.count != injectionSwitch.y) && (loop_count < loop_limit)); # bool_a = struct_a.count < 1.0; # // bool_a == false # if (bool_a == false) # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); # } # else # { # _GLF_color = vec4(1.0); # }; # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 10 ; Bound: 75 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %70 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 320 OpName %4 "main" OpName %11 "buf0" OpMemberName %11 0 "injectionSwitch" OpName %13 "" OpName %26 "loop_count" OpName %30 "struct_base" OpMemberName %30 0 "count" OpName %32 "struct_a" OpName %70 "_GLF_color" OpMemberDecorate %11 0 Offset 0 OpDecorate %11 Block OpDecorate %13 DescriptorSet 0 OpDecorate %13 Binding 0 OpDecorate %70 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %7 = OpTypePointer Function %6 %9 = OpTypeFloat 32 %10 = OpTypeVector %9 2 %11 = OpTypeStruct %10 %12 = OpTypePointer Uniform %11 %13 = OpVariable %12 Uniform %14 = OpConstant %6 0 %15 = OpTypeInt 32 0 %16 = OpConstant %15 1 %17 = OpTypePointer Uniform %9 %20 = OpConstant %9 0 %21 = OpTypeBool %23 = OpConstant %6 100 %24 = OpConstant %6 1 %30 = OpTypeStruct %9 %31 = OpTypePointer Function %30 %33 = OpConstant %9 1 %34 = OpConstantComposite %30 %33 %41 = OpConstant %15 0 %50 = OpTypePointer Function %9 %64 = OpConstantFalse %21 %68 = OpTypeVector %9 4 %69 = OpTypePointer Output %68 %70 = OpVariable %69 Output %71 = OpConstantComposite %68 %33 %20 %20 %33 %73 = OpConstantComposite %68 %33 %33 %33 %33 %4 = OpFunction %2 None %3 %5 = OpLabel %26 = OpVariable %7 Function %32 = OpVariable %31 Function %18 = OpAccessChain %17 %13 %14 %16 %19 = OpLoad %9 %18 %22 = OpFOrdGreaterThan %21 %19 %20 %25 = OpSelect %6 %22 %23 %24 OpStore %26 %14 OpStore %32 %34 OpBranch %35 %35 = OpLabel %74 = OpPhi %6 %14 %5 %40 %38 OpLoopMerge %37 %38 None OpBranch %36 %36 = OpLabel %40 = OpIAdd %6 %74 %24 OpStore %26 %40 %42 = OpAccessChain %17 %13 %14 %41 %43 = OpLoad %9 %42 %46 = OpFOrdGreaterThan %21 %43 %19 OpSelectionMerge %48 None OpBranchConditional %46 %47 %48 %47 = OpLabel OpReturn %48 = OpLabel OpBranch %38 %38 = OpLabel %51 = OpAccessChain %50 %32 %14 %52 = OpLoad %9 %51 %55 = OpFUnordNotEqual %21 %52 %19 %58 = OpSLessThan %21 %40 %25 %59 = OpLogicalAnd %21 %55 %58 OpBranchConditional %59 %35 %37 %37 = OpLabel %61 = OpLoad %9 %51 %62 = OpFOrdLessThan %21 %61 %33 %65 = OpLogicalEqual %21 %62 %64 OpSelectionMerge %67 None OpBranchConditional %65 %66 %72 %66 = OpLabel OpStore %70 %71 OpBranch %67 %72 = OpLabel OpStore %70 %73 OpBranch %67 %67 = OpLabel OpReturn OpFunctionEnd END # uniforms for variant # injectionSwitch BUFFER variant_injectionSwitch DATA_TYPE vec2 STD140 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