--- /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 a call, if, while, switch
+
+# The test passes because the fragment shader does some control flow and then writes the color red.
+
+# Optimized using spirv-opt with the following arguments:
+# '-O'
+# spirv-opt commit hash: 06407250a169c6a03b3765e86619075af1a8c187
+
+
+
+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;
+# };
+# int data[10];
+#
+# void merge(int from)
+# {
+# int i = 1;
+# if (1 < data[1])
+# {
+# i++;
+# }
+# while (i < 3)
+# {
+# i++;
+# switch (int(injectionSwitch.x))
+# {
+# case 19:
+# from++;
+# case 38:
+# case 23:
+# break;
+# case 78:
+# _GLF_color = vec4(1.0);
+# default:
+# 1;
+# }
+# }
+# data[from] = 1;
+# }
+# void main()
+# {
+# merge(1);
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 111
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %59
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %18 "data"
+ OpName %40 "buf0"
+ OpMemberName %40 0 "injectionSwitch"
+ OpName %42 ""
+ OpName %59 "_GLF_color"
+ OpDecorate %18 RelaxedPrecision
+ OpMemberDecorate %40 0 Offset 0
+ OpDecorate %40 Block
+ OpDecorate %42 DescriptorSet 0
+ OpDecorate %42 Binding 0
+ OpDecorate %59 Location 0
+ OpDecorate %71 RelaxedPrecision
+ OpDecorate %85 RelaxedPrecision
+ OpDecorate %95 RelaxedPrecision
+ OpDecorate %110 RelaxedPrecision
+ OpDecorate %99 RelaxedPrecision
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeInt 32 1
+ %7 = OpTypePointer Function %6
+ %13 = OpConstant %6 1
+ %14 = OpTypeInt 32 0
+ %15 = OpConstant %14 10
+ %16 = OpTypeArray %6 %15
+ %22 = OpTypeBool
+ %34 = OpConstant %6 3
+ %38 = OpTypeFloat 32
+ %39 = OpTypeVector %38 2
+ %40 = OpTypeStruct %39
+ %41 = OpTypePointer Uniform %40
+ %42 = OpVariable %41 Uniform
+ %43 = OpConstant %6 0
+ %44 = OpConstant %14 0
+ %45 = OpTypePointer Uniform %38
+ %57 = OpTypeVector %38 4
+ %58 = OpTypePointer Output %57
+ %59 = OpVariable %58 Output
+ %60 = OpConstant %38 1
+ %61 = OpConstantComposite %57 %60 %60 %60 %60
+ %67 = OpConstant %38 0
+ %68 = OpConstantComposite %57 %60 %67 %67 %60
+ %98 = OpTypePointer Function %16
+ %109 = OpConstant %6 2
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %18 = OpVariable %98 Function
+ %70 = OpAccessChain %7 %18 %13
+ %71 = OpLoad %6 %70
+ %72 = OpSLessThan %22 %13 %71
+ %110 = OpSelect %6 %72 %109 %13
+ OpBranch %77
+ %77 = OpLabel
+ %101 = OpPhi %6 %13 %5 %106 %89
+ %99 = OpPhi %6 %110 %5 %85 %89
+ %82 = OpSLessThan %22 %99 %34
+ OpLoopMerge %78 %89 None
+ OpBranchConditional %82 %83 %78
+ %83 = OpLabel
+ %85 = OpIAdd %6 %99 %13
+ %86 = OpAccessChain %45 %42 %43 %44
+ %87 = OpLoad %38 %86
+ %88 = OpConvertFToS %6 %87
+ OpSelectionMerge %89 None
+ OpSwitch %88 %90 19 %91 38 %92 23 %92 78 %93
+ %90 = OpLabel
+ OpBranch %89
+ %91 = OpLabel
+ %95 = OpIAdd %6 %101 %13
+ OpBranch %92
+ %92 = OpLabel
+ %108 = OpPhi %6 %101 %83 %95 %91
+ OpBranch %89
+ %93 = OpLabel
+ OpStore %59 %61
+ OpBranch %90
+ %89 = OpLabel
+ %106 = OpPhi %6 %101 %90 %108 %92
+ OpBranch %77
+ %78 = OpLabel
+ %97 = OpAccessChain %7 %18 %101
+ OpStore %97 %13
+ OpStore %59 %68
+ 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
{ "always-false-if-in-do-while.amber", "always-false-if-in-do-while", "A fragment shader with an always false if." },
{ "always-false-if-with-discard-return.amber", "always-false-if-with-discard-return", "A fragment shader with discard keyword and a return" },
{ "barrier-in-loop-with-break.amber", "barrier-in-loop-with-break", "A compute shader with a barrier in a loop with a break" },
+ { "call-if-while-switch.amber", "call-if-while-switch", "A fragment shader with a call, if, while, switch" },
{ "color-write-in-loop.amber", "color-write-in-loop", "A fragment shader that writes to color in a loop" },
{ "complex-nested-loops-and-call.amber", "complex-nested-loops-and-call", "A fragment shader with complex nested loops, breaks, etc." },
{ "conditional-return-in-infinite-while.amber", "conditional-return-in-infinite-while", "A shader with conditional return inside an infinite loop" },