1#!amber
2
3# Copyright 2019 Google LLC
4#
5# Licensed under the Apache License, Version 2.0 (the "License");
6# you may not use this file except in compliance with the License.
7# You may obtain a copy of the License at
8#
9#     http://www.apache.org/licenses/LICENSE-2.0
10#
11# Unless required by applicable law or agreed to in writing, software
12# distributed under the License is distributed on an "AS IS" BASIS,
13# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14# See the License for the specific language governing permissions and
15# limitations under the License.
16
17
18# A test for a bug found by GraphicsFuzz.
19
20# Short description: A fragment shader with uninitialized read in infinite loop
21
22# The test passes because the shader always writes the color red. Uninitialized read in loop is never reached.
23
24SHADER vertex variant_vertex_shader PASSTHROUGH
25
26# variant_fragment_shader is derived from the following GLSL:
27# #version 310 es
28# precision highp float;
29#
30# layout(set = 0, binding = 0) uniform buf0 {
31#  vec2 injectionSwitch;
32# };
33#
34# layout(location = 0) out vec4 _GLF_color;
35#
36#
37# void main()
38# {
39#   _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
40#
41#   int donor_replacementGLF_dead6tree[1];
42#   int GLF_dead6currentNode;
43#   int GLF_dead6index = 0;
44#
45#   if (injectionSwitch.y < 0.0){ // always false
46#     while (true)
47#     {
48#       GLF_dead6currentNode = donor_replacementGLF_dead6tree[GLF_dead6index];
49#       GLF_dead6index = GLF_dead6currentNode;
50#     }
51#   }
52# }
53SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
54; SPIR-V
55; Version: 1.0
56; Generator: Khronos Glslang Reference Front End; 7
57; Bound: 44
58; Schema: 0
59               OpCapability Shader
60          %1 = OpExtInstImport "GLSL.std.450"
61               OpMemoryModel Logical GLSL450
62               OpEntryPoint Fragment %4 "main" %9
63               OpExecutionMode %4 OriginUpperLeft
64               OpSource ESSL 310
65               OpName %4 "main"
66               OpName %9 "_GLF_color"
67               OpName %15 "GLF_dead6index"
68               OpName %18 "buf0"
69               OpMemberName %18 0 "injectionSwitch"
70               OpName %20 ""
71               OpName %36 "GLF_dead6currentNode"
72               OpName %39 "donor_replacementGLF_dead6tree"
73               OpDecorate %9 Location 0
74               OpDecorate %15 RelaxedPrecision
75               OpMemberDecorate %18 0 Offset 0
76               OpDecorate %18 Block
77               OpDecorate %20 DescriptorSet 0
78               OpDecorate %20 Binding 0
79               OpDecorate %36 RelaxedPrecision
80               OpDecorate %39 RelaxedPrecision
81               OpDecorate %40 RelaxedPrecision
82               OpDecorate %42 RelaxedPrecision
83               OpDecorate %43 RelaxedPrecision
84          %2 = OpTypeVoid
85          %3 = OpTypeFunction %2
86          %6 = OpTypeFloat 32
87          %7 = OpTypeVector %6 4
88          %8 = OpTypePointer Output %7
89          %9 = OpVariable %8 Output
90         %10 = OpConstant %6 1
91         %11 = OpConstant %6 0
92         %12 = OpConstantComposite %7 %10 %11 %11 %10
93         %13 = OpTypeInt 32 1
94         %14 = OpTypePointer Function %13
95         %16 = OpConstant %13 0
96         %17 = OpTypeVector %6 2
97         %18 = OpTypeStruct %17
98         %19 = OpTypePointer Uniform %18
99         %20 = OpVariable %19 Uniform
100         %21 = OpTypeInt 32 0
101         %22 = OpConstant %21 1
102         %23 = OpTypePointer Uniform %6
103         %26 = OpTypeBool
104         %35 = OpConstantTrue %26
105         %37 = OpTypeArray %13 %22
106         %38 = OpTypePointer Function %37
107          %4 = OpFunction %2 None %3
108          %5 = OpLabel
109         %15 = OpVariable %14 Function
110         %36 = OpVariable %14 Function
111         %39 = OpVariable %38 Function
112               OpStore %9 %12
113               OpStore %15 %16
114         %24 = OpAccessChain %23 %20 %16 %22
115         %25 = OpLoad %6 %24
116         %27 = OpFOrdLessThan %26 %25 %11
117               OpSelectionMerge %29 None
118               OpBranchConditional %27 %28 %29
119         %28 = OpLabel
120               OpBranch %30
121         %30 = OpLabel
122               OpLoopMerge %32 %33 None
123               OpBranch %34
124         %34 = OpLabel
125               OpBranchConditional %35 %31 %32
126         %31 = OpLabel
127         %40 = OpLoad %13 %15
128         %41 = OpAccessChain %14 %39 %40
129         %42 = OpLoad %13 %41
130               OpStore %36 %42
131         %43 = OpLoad %13 %36
132               OpStore %15 %43
133               OpBranch %33
134         %33 = OpLabel
135               OpBranch %30
136         %32 = OpLabel
137               OpBranch %29
138         %29 = OpLabel
139               OpReturn
140               OpFunctionEnd
141END
142
143# uniforms for variant
144
145# injectionSwitch
146BUFFER variant_injectionSwitch DATA_TYPE vec2<float> DATA
147 0.0 1.0
148END
149
150BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
151
152PIPELINE graphics variant_pipeline
153  ATTACH variant_vertex_shader
154  ATTACH variant_fragment_shader
155  FRAMEBUFFER_SIZE 256 256
156  BIND BUFFER variant_framebuffer AS color LOCATION 0
157  BIND BUFFER variant_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 0
158END
159CLEAR_COLOR variant_pipeline 0 0 0 255
160
161CLEAR variant_pipeline
162RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
163
164EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255
165