{ "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" },
{ "unreachable-switch-case-with-discards.amber", "unreachable-switch-case-with-discards","A shader with a switch statement containing unreachable discards" },
+{ "uv-value-comparison-as-boolean.amber", "uv-value-comparison-as-boolean", "A fragment shader with uv value comparison as boolean" },
{ "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" },
--- /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 uv value comparison as boolean
+
+# The test passes because the shader always writes the color red.
+
+# Optimized using spirv-opt with the following arguments:
+# '--scalar-replacement=100'
+# '--vector-dce'
+# '--redundancy-elimination'
+# '--ccp'
+# '--redundancy-elimination'
+# '--copy-propagate-arrays'
+# '--eliminate-dead-code-aggressive'
+# '--redundancy-elimination'
+# '--vector-dce'
+# '--inline-entry-points-exhaustive'
+# '--private-to-local'
+# '--if-conversion'
+# '--if-conversion'
+# '--eliminate-dead-code-aggressive'
+# '--if-conversion'
+# '--simplify-instructions'
+# '--eliminate-local-multi-store'
+# 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;
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# void main()
+# {
+# vec2 uv;
+# bool c1 = uv.y < 0.25;
+#
+# for (int i = 0; i < 1; i++)
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Writes the color red
+# return;
+# }
+# if (c1)
+# {
+# return;
+# }
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 49
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %34
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %8 "c1"
+ OpName %12 "uv"
+ OpName %22 "i"
+ OpName %34 "_GLF_color"
+ OpDecorate %22 RelaxedPrecision
+ OpDecorate %34 Location 0
+ OpDecorate %39 RelaxedPrecision
+ OpDecorate %40 RelaxedPrecision
+ OpDecorate %45 RelaxedPrecision
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeBool
+ %7 = OpTypePointer Function %6
+ %9 = OpTypeFloat 32
+ %10 = OpTypeVector %9 2
+ %11 = OpTypePointer Function %10
+ %13 = OpTypeInt 32 0
+ %14 = OpConstant %13 1
+ %15 = OpTypePointer Function %9
+ %18 = OpConstant %9 0.25
+ %20 = OpTypeInt 32 1
+ %21 = OpTypePointer Function %20
+ %23 = OpConstant %20 0
+ %30 = OpConstant %20 1
+ %32 = OpTypeVector %9 4
+ %33 = OpTypePointer Output %32
+ %34 = OpVariable %33 Output
+ %35 = OpConstant %9 1
+ %36 = OpConstant %9 0
+ %37 = OpConstantComposite %32 %35 %36 %36 %35
+ %47 = OpUndef %20
+ %48 = OpUndef %6
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %8 = OpVariable %7 Function
+ %12 = OpVariable %11 Function
+ %22 = OpVariable %21 Function
+ %16 = OpAccessChain %15 %12 %14
+ %17 = OpLoad %9 %16
+ %19 = OpFOrdLessThan %6 %17 %18
+ OpStore %8 %19
+ OpStore %22 %23
+ OpBranch %24
+ %24 = OpLabel
+ %46 = OpPhi %6 %19 %5 %48 %27
+ %45 = OpPhi %20 %23 %5 %47 %27
+ OpLoopMerge %26 %27 None
+ OpBranch %28
+ %28 = OpLabel
+ %31 = OpSLessThan %6 %45 %30
+ OpBranchConditional %31 %25 %26
+ %25 = OpLabel
+ OpStore %34 %37
+ OpReturn
+ %27 = OpLabel
+ %39 = OpLoad %20 %22
+ %40 = OpIAdd %20 %39 %30
+ OpStore %22 %40
+ OpBranch %24
+ %26 = OpLabel
+ OpSelectionMerge %43 None
+ OpBranchConditional %46 %42 %43
+ %42 = OpLabel
+ OpReturn
+ %43 = OpLabel
+ 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