# 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 return in nest of ifs, inside loop # The test passes because the fragment shader writes a red pixel, and then # terminates without further output manipulation (the other write of red # is not dynamically reachable) # Derived from the following GLSL. # Fragment shader GLSL: # #version 310 es # # precision highp float; # # layout(location = 0) out vec4 _GLF_color; # # layout(set = 0, binding = 0) uniform buf0 { # vec2 injectionSwitch; # }; # # void main() # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); # for( # int i = 0; # i < 10; # i ++ # ) # { # _GLF_color = vec4(1.0); # if(1.0 > injectionSwitch.y) # { # _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); # if(true) # { # return; # } # } # } # } [require] fbsize 256 256 [vertex shader passthrough] [fragment shader spirv] ; SPIR-V ; Version: 1.0 ; Generator: Khronos Glslang Reference Front End; 7 ; Bound: 46 ; 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 %15 "i" OpName %28 "buf0" OpMemberName %28 0 "injectionSwitch" OpName %30 "" OpDecorate %9 Location 0 OpDecorate %15 RelaxedPrecision OpDecorate %22 RelaxedPrecision OpMemberDecorate %28 0 Offset 0 OpDecorate %28 Block OpDecorate %30 DescriptorSet 0 OpDecorate %30 Binding 0 OpDecorate %43 RelaxedPrecision OpDecorate %45 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 = OpTypeInt 32 1 %14 = OpTypePointer Function %13 %16 = OpConstant %13 0 %23 = OpConstant %13 10 %24 = OpTypeBool %26 = OpConstantComposite %7 %10 %10 %10 %10 %27 = OpTypeVector %6 2 %28 = OpTypeStruct %27 %29 = OpTypePointer Uniform %28 %30 = OpVariable %29 Uniform %31 = OpTypeInt 32 0 %32 = OpConstant %31 1 %33 = OpTypePointer Uniform %6 %39 = OpConstantTrue %24 %44 = OpConstant %13 1 %4 = OpFunction %2 None %3 %5 = OpLabel %15 = OpVariable %14 Function OpStore %9 %12 OpStore %15 %16 OpBranch %17 %17 = OpLabel OpLoopMerge %19 %20 None OpBranch %21 %21 = OpLabel %22 = OpLoad %13 %15 %25 = OpSLessThan %24 %22 %23 OpBranchConditional %25 %18 %19 %18 = OpLabel OpStore %9 %26 %34 = OpAccessChain %33 %30 %16 %32 %35 = OpLoad %6 %34 %36 = OpFOrdGreaterThan %24 %10 %35 OpSelectionMerge %38 None OpBranchConditional %36 %37 %38 %37 = OpLabel OpStore %9 %12 OpSelectionMerge %41 None OpBranchConditional %39 %40 %41 %40 = OpLabel OpReturn %41 = OpLabel OpBranch %38 %38 = OpLabel OpBranch %20 %20 = OpLabel %43 = OpLoad %13 %15 %45 = OpIAdd %13 %43 %44 OpStore %15 %45 OpBranch %17 %19 = OpLabel OpReturn OpFunctionEnd [test] ## Uniforms # injectionSwitch uniform ubo 0:0 vec2 0 0.0 1.0 draw rect -1 -1 2 2 probe rgba (0, 0) (1, 0, 0, 1)