1#!amber
2
3# Copyright 2020 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 switch cases that fall through
21
22# The test passes because shader always writes red.
23
24# Optimized using spirv-opt with the following arguments:
25# '--ccp'
26# '--eliminate-local-single-block'
27# '--combine-access-chains'
28# '--copy-propagate-arrays'
29# '--eliminate-local-single-store'
30# '--eliminate-local-multi-store'
31# '--eliminate-local-single-block'
32# '--private-to-local'
33# spirv-opt commit hash: ab7ac60f14ae66006bed5c989a2cfd4c4881704c
34
35
36
37SHADER vertex variant_vertex_shader PASSTHROUGH
38
39# variant_fragment_shader is derived from the following GLSL:
40# #version 310 es
41# precision highp float;
42# precision highp int;
43#
44# layout(location = 0) out vec4 _GLF_color;
45#
46# layout(set = 0, binding = 0) uniform buf0 {
47#  vec2 injectionSwitch;
48# };
49#
50# void main()
51# {
52#     for(int i = 0; i < 2 + int(injectionSwitch.x); i++)
53#     {
54#         int value = i;
55#         float y = 0.5;
56#
57#         switch(value)
58#         {
59#             case 0:
60#                 y += 0.5;
61#             // Always falls through.
62#             case 1:
63#                 y = clamp(1.0, 0.5, y);
64#             // Always falls through.
65#             case 2:
66#             default:
67#             // Always ends up here.
68#                 // Always true.
69#                 if (y == 1.0)
70#                 {
71#                     _GLF_color = vec4(value + 1, 0, 0, 1);
72#                     return;
73#                 }
74#         }
75#     }
76# }
77SHADER fragment variant_fragment_shader SPIRV-ASM
78; SPIR-V
79; Version: 1.0
80; Generator: Khronos Glslang Reference Front End; 8
81; Bound: 66
82; Schema: 0
83               OpCapability Shader
84          %1 = OpExtInstImport "GLSL.std.450"
85               OpMemoryModel Logical GLSL450
86               OpEntryPoint Fragment %4 "main" %52
87               OpExecutionMode %4 OriginUpperLeft
88               OpSource ESSL 310
89               OpName %4 "main"
90               OpName %8 "i"
91               OpName %19 "buf0"
92               OpMemberName %19 0 "injectionSwitch"
93               OpName %21 ""
94               OpName %31 "value"
95               OpName %34 "y"
96               OpName %52 "_GLF_color"
97               OpMemberDecorate %19 0 Offset 0
98               OpDecorate %19 Block
99               OpDecorate %21 DescriptorSet 0
100               OpDecorate %21 Binding 0
101               OpDecorate %52 Location 0
102          %2 = OpTypeVoid
103          %3 = OpTypeFunction %2
104          %6 = OpTypeInt 32 1
105          %7 = OpTypePointer Function %6
106          %9 = OpConstant %6 0
107         %16 = OpConstant %6 2
108         %17 = OpTypeFloat 32
109         %18 = OpTypeVector %17 2
110         %19 = OpTypeStruct %18
111         %20 = OpTypePointer Uniform %19
112         %21 = OpVariable %20 Uniform
113         %22 = OpTypeInt 32 0
114         %23 = OpConstant %22 0
115         %24 = OpTypePointer Uniform %17
116         %29 = OpTypeBool
117         %33 = OpTypePointer Function %17
118         %35 = OpConstant %17 0.5
119         %43 = OpConstant %17 1
120         %50 = OpTypeVector %17 4
121         %51 = OpTypePointer Output %50
122         %52 = OpVariable %51 Output
123         %54 = OpConstant %6 1
124         %57 = OpConstant %17 0
125          %4 = OpFunction %2 None %3
126          %5 = OpLabel
127          %8 = OpVariable %7 Function
128         %31 = OpVariable %7 Function
129         %34 = OpVariable %33 Function
130               OpStore %8 %9
131               OpBranch %10
132         %10 = OpLabel
133         %63 = OpPhi %6 %9 %5 %62 %13
134               OpLoopMerge %12 %13 None
135               OpBranch %14
136         %14 = OpLabel
137         %25 = OpAccessChain %24 %21 %9 %23
138         %26 = OpLoad %17 %25
139         %27 = OpConvertFToS %6 %26
140         %28 = OpIAdd %6 %16 %27
141         %30 = OpSLessThan %29 %63 %28
142               OpBranchConditional %30 %11 %12
143         %11 = OpLabel
144               OpStore %31 %63
145               OpStore %34 %35
146               OpSelectionMerge %40 None
147               OpSwitch %63 %39 0 %37 1 %38 2 %39
148         %39 = OpLabel
149         %65 = OpPhi %17 %35 %11 %45 %38
150         %47 = OpFOrdEqual %29 %65 %43
151               OpSelectionMerge %49 None
152               OpBranchConditional %47 %48 %49
153         %48 = OpLabel
154         %55 = OpIAdd %6 %63 %54
155         %56 = OpConvertSToF %17 %55
156         %58 = OpCompositeConstruct %50 %56 %57 %57 %43
157               OpStore %52 %58
158               OpReturn
159         %49 = OpLabel
160               OpBranch %40
161         %37 = OpLabel
162         %42 = OpFAdd %17 %35 %35
163               OpStore %34 %42
164               OpBranch %38
165         %38 = OpLabel
166         %64 = OpPhi %17 %35 %11 %42 %37
167         %45 = OpExtInst %17 %1 FClamp %43 %35 %64
168               OpStore %34 %45
169               OpBranch %39
170         %40 = OpLabel
171               OpBranch %13
172         %13 = OpLabel
173         %62 = OpIAdd %6 %63 %54
174               OpStore %8 %62
175               OpBranch %10
176         %12 = OpLabel
177               OpReturn
178               OpFunctionEnd
179END
180
181# uniforms for variant
182
183# injectionSwitch
184BUFFER variant_injectionSwitch DATA_TYPE vec2<float> DATA
185 0.0 1.0
186END
187
188BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
189
190PIPELINE graphics variant_pipeline
191  ATTACH variant_vertex_shader
192  ATTACH variant_fragment_shader
193  FRAMEBUFFER_SIZE 256 256
194  BIND BUFFER variant_framebuffer AS color LOCATION 0
195  BIND BUFFER variant_injectionSwitch AS uniform DESCRIPTOR_SET 0 BINDING 0
196END
197CLEAR_COLOR variant_pipeline 0 0 0 255
198
199CLEAR variant_pipeline
200RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
201
202EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255
203