--- /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 return before writing wrong color
+
+# The test passes because the shader always writes color red.
+# Main writes red and returns. Code after writing red is never executed.
+
+# Optimized using spirv-opt with the following arguments:
+# '--private-to-local'
+# '--eliminate-local-multi-store'
+# '--redundancy-elimination'
+# '--eliminate-dead-code-aggressive'
+# '--simplify-instructions'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--reduce-load-size'
+# '--combine-access-chains'
+# '--combine-access-chains'
+# '--eliminate-dead-branches'
+# '--ccp'
+# '--redundancy-elimination'
+# '--simplify-instructions'
+# '--vector-dce'
+# '--ccp'
+# '--private-to-local'
+# '--eliminate-dead-inserts'
+# spirv-opt commit hash: ad7f2c5c4c7f51360e9e079109a9217aa5ba5cc0
+
+
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+#
+# precision highp int;
+#
+# struct _GLF_struct_0
+# {
+# int msb9;
+# };
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# void main()
+# {
+# _GLF_struct_0 _GLF_struct_replacement_0;
+#
+# do
+# {
+# for (int j = 0; 1 < findLSB(1024); 1)
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
+# return; // We always return here. The code below is never executed.
+# }
+# } while (_GLF_struct_replacement_0.msb9 > 1);
+# _GLF_color = vec4(1.0, 1.0, _GLF_struct_replacement_0.msb9, 1.0);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 42
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %27
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %27 "_GLF_color"
+ OpName %32 "_GLF_struct_0"
+ OpMemberName %32 0 "msb9"
+ OpName %34 "_GLF_struct_replacement_0"
+ OpDecorate %21 RelaxedPrecision
+ OpDecorate %27 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %10 = OpTypeInt 32 1
+ %11 = OpTypePointer Function %10
+ %13 = OpConstant %10 0
+ %19 = OpConstant %10 1
+ %20 = OpConstant %10 1024
+ %22 = OpTypeBool
+ %24 = OpTypeFloat 32
+ %25 = OpTypeVector %24 4
+ %26 = OpTypePointer Output %25
+ %27 = OpVariable %26 Output
+ %28 = OpConstant %24 1
+ %29 = OpConstant %24 0
+ %30 = OpConstantComposite %25 %28 %29 %29 %28
+ %32 = OpTypeStruct %10
+ %33 = OpTypePointer Function %32
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %34 = OpVariable %33 Function
+ OpBranch %6
+ %6 = OpLabel
+ OpLoopMerge %8 %16 None
+ OpBranch %14
+ %14 = OpLabel
+ %21 = OpExtInst %10 %1 FindILsb %20
+ %23 = OpSLessThan %22 %19 %21
+ OpLoopMerge %16 %17 None
+ OpBranchConditional %23 %15 %16
+ %15 = OpLabel
+ OpStore %27 %30
+ OpReturn
+ %17 = OpLabel
+ OpBranch %14
+ %16 = OpLabel
+ %35 = OpAccessChain %11 %34 %13
+ %36 = OpLoad %10 %35
+ %37 = OpSGreaterThan %22 %36 %19
+ OpBranchConditional %37 %6 %8
+ %8 = OpLabel
+ %39 = OpLoad %10 %35
+ %40 = OpConvertSToF %24 %39
+ %41 = OpCompositeConstruct %25 %28 %28 %40 %28
+ OpStore %27 %41
+ OpReturn
+ OpFunctionEnd
+END
+
+# uniforms for variant
+
+
+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
+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
{ "nested-ifs-and-return-in-for-loop.amber", "nested-ifs-and-return-in-for-loop", "A fragment shader with return in nest of ifs, inside loop" },
{ "nested-loops-switch.amber", "nested-loops-switch", "A fragment shader with nested loops and a switch" },
{ "pow-vec4.amber", "pow-vec4", "A fragment shader that uses pow" },
+ { "return-before-writing-wrong-color.amber", "return-before-writing-wrong-color", "A fragment shader with return before writing wrong color" },
{ "return-in-loop-in-function.amber", "return-in-loop-in-function", "A fragment shader with early return from loop in function" },
{ "similar-nested-ifs.amber", "similar-nested-ifs", "A fragment shader with similar nested ifs and loops" },
{ "struct-used-as-temporary.amber", "struct-used-as-temporary", "A fragment shader that uses a temporary struct variable" },