#!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 GraphicsFuzz. # Short description: A fragment shader with switch cases that fall through # The test passes because shader always writes red. # Optimized using spirv-opt with the following arguments: # '--ccp' # '--eliminate-local-single-block' # '--combine-access-chains' # '--copy-propagate-arrays' # '--eliminate-local-single-store' # '--eliminate-local-multi-store' # '--eliminate-local-single-block' # '--private-to-local' # spirv-opt commit hash: ab7ac60f14ae66006bed5c989a2cfd4c4881704c 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() # { # for(int i = 0; i < 2 + int(injectionSwitch.x); i++) # { # int value = i; # float y = 0.5; # # switch(value) # { # case 0: # y += 0.5; # // Always falls through. # case 1: # y = clamp(1.0, 0.5, y); # // Always falls through. # case 2: # default: # // Always ends up here. # // Always true. # if (y == 1.0) # { # _GLF_color = vec4(value + 1, 0, 0, 1); # return; # } # } # } # } SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0 ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 8 ; Bound: 66 ; Schema: 0 OpCapability Shader %1 = OpExtInstImport "GLSL.std.450" OpMemoryModel Logical GLSL450 OpEntryPoint Fragment %4 "main" %52 OpExecutionMode %4 OriginUpperLeft OpSource ESSL 310 OpName %4 "main" OpName %8 "i" OpName %19 "buf0" OpMemberName %19 0 "injectionSwitch" OpName %21 "" OpName %31 "value" OpName %34 "y" OpName %52 "_GLF_color" OpMemberDecorate %19 0 Offset 0 OpDecorate %19 Block OpDecorate %21 DescriptorSet 0 OpDecorate %21 Binding 0 OpDecorate %52 Location 0 %2 = OpTypeVoid %3 = OpTypeFunction %2 %6 = OpTypeInt 32 1 %7 = OpTypePointer Function %6 %9 = OpConstant %6 0 %16 = OpConstant %6 2 %17 = OpTypeFloat 32 %18 = OpTypeVector %17 2 %19 = OpTypeStruct %18 %20 = OpTypePointer Uniform %19 %21 = OpVariable %20 Uniform %22 = OpTypeInt 32 0 %23 = OpConstant %22 0 %24 = OpTypePointer Uniform %17 %29 = OpTypeBool %33 = OpTypePointer Function %17 %35 = OpConstant %17 0.5 %43 = OpConstant %17 1 %50 = OpTypeVector %17 4 %51 = OpTypePointer Output %50 %52 = OpVariable %51 Output %54 = OpConstant %6 1 %57 = OpConstant %17 0 %4 = OpFunction %2 None %3 %5 = OpLabel %8 = OpVariable %7 Function %31 = OpVariable %7 Function %34 = OpVariable %33 Function OpStore %8 %9 OpBranch %10 %10 = OpLabel %63 = OpPhi %6 %9 %5 %62 %13 OpLoopMerge %12 %13 None OpBranch %14 %14 = OpLabel %25 = OpAccessChain %24 %21 %9 %23 %26 = OpLoad %17 %25 %27 = OpConvertFToS %6 %26 %28 = OpIAdd %6 %16 %27 %30 = OpSLessThan %29 %63 %28 OpBranchConditional %30 %11 %12 %11 = OpLabel OpStore %31 %63 OpStore %34 %35 OpSelectionMerge %40 None OpSwitch %63 %39 0 %37 1 %38 2 %39 %39 = OpLabel %65 = OpPhi %17 %35 %11 %45 %38 %47 = OpFOrdEqual %29 %65 %43 OpSelectionMerge %49 None OpBranchConditional %47 %48 %49 %48 = OpLabel %55 = OpIAdd %6 %63 %54 %56 = OpConvertSToF %17 %55 %58 = OpCompositeConstruct %50 %56 %57 %57 %43 OpStore %52 %58 OpReturn %49 = OpLabel OpBranch %40 %37 = OpLabel %42 = OpFAdd %17 %35 %35 OpStore %34 %42 OpBranch %38 %38 = OpLabel %64 = OpPhi %17 %35 %11 %42 %37 %45 = OpExtInst %17 %1 FClamp %43 %35 %64 OpStore %34 %45 OpBranch %39 %40 = OpLabel OpBranch %13 %13 = OpLabel %62 = OpIAdd %6 %63 %54 OpStore %8 %62 OpBranch %10 %12 = OpLabel 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