{ "loops-ifs-continues-call.amber", "loops-ifs-continues-call", "A fragment shader with nested control flow and a call" },
{ "mat-array-deep-control-flow.amber", "mat-array-deep-control-flow", "A fragment shader that uses an array of matrices and has deep control flow" },
{ "mat-array-distance.amber", "mat-array-distance", "A fragment shader that uses an array of matrices and distance" },
+{ "mat-mul-in-loop.amber", "mat-mul-in-loop", "Shader with matrix multiplication in loop" },
{ "matrices-and-return-in-loop.amber", "matrices-and-return-in-loop", "A fragment shader with matrices and a return in a loop" },
{ "max-mix-conditional-discard.amber", "max-mix-conditional-discard", "A fragment shader with an expression used in two discard guards" },
{ "mix-floor-add.amber", "mix-floor-add", "A fragment shader with mix, uintBitsToFloat, and floor" },
--- /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: Shader with matrix multiplication in loop
+
+# The test passes because 'm1' is the identity matrix, so that 'm2' is also the identity matrix, meaning that 'v' gets set to '(1.0, 0.0)'. As a result, the colour that is written is guaranteed to be red
+
+# Optimized using spirv-opt with the following arguments:
+# '--simplify-instructions'
+# '--combine-access-chains'
+# '--eliminate-dead-branches'
+# '--merge-return'
+# '--combine-access-chains'
+# '--eliminate-dead-code-aggressive'
+# '--reduce-load-size'
+# '--eliminate-local-single-block'
+# '--private-to-local'
+# '--inline-entry-points-exhaustive'
+# '--copy-propagate-arrays'
+# '--eliminate-local-multi-store'
+# '--scalar-replacement=100'
+# '--eliminate-dead-branches'
+# '--eliminate-local-single-store'
+# spirv-opt commit hash: f1e5cd73f658abcc23ee96d78f2dc27c4b7028c1
+
+
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+#
+# precision highp int;
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# void main(void)
+# {
+# vec2 v;
+# mat2 m1 = mat2(1.0, 0.0, 0.0, 1.0);
+# for(
+# int i = 0;
+# i < 1;
+# i++
+# )
+# {
+# do
+# {
+# mat2 m2;
+# m2 = m1 * m1;
+# v = m2 * vec2(1.0, 0.0);
+# }
+# while(false);
+# }
+# _GLF_color = vec4(v, 0.0, 1.0);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 8
+; Bound: 56
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %46
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %10 "m1"
+ OpName %18 "i"
+ OpName %33 "m2"
+ OpName %38 "v"
+ OpName %46 "_GLF_color"
+ OpDecorate %46 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 2
+ %8 = OpTypeMatrix %7 2
+ %9 = OpTypePointer Function %8
+ %11 = OpConstant %6 1
+ %12 = OpConstant %6 0
+ %13 = OpConstantComposite %7 %11 %12
+ %14 = OpConstantComposite %7 %12 %11
+ %15 = OpConstantComposite %8 %13 %14
+ %16 = OpTypeInt 32 1
+ %17 = OpTypePointer Function %16
+ %19 = OpConstant %16 0
+ %26 = OpConstant %16 1
+ %27 = OpTypeBool
+ %37 = OpTypePointer Function %7
+ %41 = OpConstantFalse %27
+ %44 = OpTypeVector %6 4
+ %45 = OpTypePointer Output %44
+ %46 = OpVariable %45 Output
+ %53 = OpUndef %7
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %10 = OpVariable %9 Function
+ %18 = OpVariable %17 Function
+ %33 = OpVariable %9 Function
+ %38 = OpVariable %37 Function
+ OpStore %10 %15
+ OpStore %18 %19
+ OpBranch %20
+ %20 = OpLabel
+ %55 = OpPhi %8 %15 %5 %55 %23
+ %52 = OpPhi %7 %53 %5 %40 %23
+ %51 = OpPhi %16 %19 %5 %43 %23
+ OpLoopMerge %22 %23 None
+ OpBranch %24
+ %24 = OpLabel
+ %28 = OpSLessThan %27 %51 %26
+ OpBranchConditional %28 %21 %22
+ %21 = OpLabel
+ OpBranch %29
+ %29 = OpLabel
+ OpLoopMerge %31 %32 None
+ OpBranch %30
+ %30 = OpLabel
+ %36 = OpMatrixTimesMatrix %8 %55 %55
+ OpStore %33 %36
+ %40 = OpMatrixTimesVector %7 %36 %13
+ OpStore %38 %40
+ OpBranch %32
+ %32 = OpLabel
+ OpBranchConditional %41 %29 %31
+ %31 = OpLabel
+ OpBranch %23
+ %23 = OpLabel
+ %43 = OpIAdd %16 %51 %26
+ OpStore %18 %43
+ OpBranch %20
+ %22 = OpLabel
+ %48 = OpCompositeExtract %6 %52 0
+ %49 = OpCompositeExtract %6 %52 1
+ %50 = OpCompositeConstruct %44 %48 %49 %12 %11
+ OpStore %46 %50
+ OpReturn
+ OpFunctionEnd
+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
+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