--- /dev/null
+#!amber
+
+# 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 an always false while function
+
+# The test passes because the shader always writes the color red (while function in the shader is always false)
+
+# Optimized using spirv-opt with the following arguments:
+# '--redundancy-elimination'
+# '--reduce-load-size'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--vector-dce'
+# '--eliminate-dead-branches'
+# spirv-opt commit hash: 230c9e437146e48ec58adb4433890403c23c98fa
+
+
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following 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);
+# do
+# {
+# for(
+# int j = int(injectionSwitch.x);
+# j < 2;
+# ++j
+# )
+# {
+# return;
+# }
+# }
+# while(0.0 > injectionSwitch.y);
+# int(injectionSwitch.y);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 51
+; 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 %19 "j"
+ OpName %21 "buf0"
+ OpMemberName %21 0 "injectionSwitch"
+ OpName %23 ""
+ OpDecorate %9 Location 0
+ OpDecorate %19 RelaxedPrecision
+ OpMemberDecorate %21 0 Offset 0
+ OpDecorate %21 Block
+ OpDecorate %23 DescriptorSet 0
+ OpDecorate %23 Binding 0
+ OpDecorate %30 RelaxedPrecision
+ OpDecorate %36 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
+ %17 = OpTypeInt 32 1
+ %18 = OpTypePointer Function %17
+ %20 = OpTypeVector %6 2
+ %21 = OpTypeStruct %20
+ %22 = OpTypePointer Uniform %21
+ %23 = OpVariable %22 Uniform
+ %24 = OpConstant %17 0
+ %25 = OpTypeInt 32 0
+ %26 = OpConstant %25 0
+ %27 = OpTypePointer Uniform %6
+ %37 = OpConstant %17 2
+ %38 = OpTypeBool
+ %42 = OpConstant %17 1
+ %44 = OpConstant %25 1
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %19 = OpVariable %18 Function
+ OpStore %9 %12
+ OpBranch %13
+ %13 = OpLabel
+ %28 = OpAccessChain %27 %23 %24 %26
+ %29 = OpLoad %6 %28
+ %30 = OpConvertFToS %17 %29
+ OpStore %19 %30
+ OpLoopMerge %15 %33 None
+ OpBranch %31
+ %31 = OpLabel
+ %36 = OpLoad %17 %19
+ %39 = OpSLessThan %38 %36 %37
+ OpLoopMerge %33 %34 None
+ OpBranchConditional %39 %32 %33
+ %32 = OpLabel
+ OpReturn
+ %34 = OpLabel
+ OpBranch %31
+ %33 = OpLabel
+ %45 = OpAccessChain %27 %23 %24 %44
+ %46 = OpLoad %6 %45
+ %47 = OpFOrdGreaterThan %38 %11 %46
+ OpBranchConditional %47 %13 %15
+ %15 = OpLabel
+ %50 = OpConvertFToS %17 %46
+ OpReturn
+ OpFunctionEnd
+END
+
+# uniforms for variant
+
+# injectionSwitch
+BUFFER variant_injectionSwitch DATA_TYPE vec2<float> 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
{ "unreachable-loops.amber", "unreachable-loops", "Fragment shader that writes red despite unreachable loops" },
{ "unreachable-loops-in-switch.amber", "unreachable-loops-in-switch", "A fragment shader with unreachable loops in a switch" },
{ "unreachable-return-in-loop.amber", "unreachable-return-in-loop", "A fragment shader with an unreachable return in a loop" },
+ { "while-function-always-false.amber", "while-function-always-false", "A fragment shader with an always false while function" },
{ "while-inside-switch.amber", "while-inside-switch", "A fragment shader that uses a while loop inside a switch" },
{ "write-before-break.amber", "write-before-break", "Fragment shader that writes red before loop break" },
{ "write-red-in-loop-nest.amber", "write-red-in-loop-nest", "A fragment shader that writes red in a nest of loops" },