--- /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 two ifs and return/continue inside a for loop
+
+# The test passes because the shader always writes the color red.
+
+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()
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# for(
+# int i = 1;
+# i < 2;
+# ++i
+# )
+# {
+# if(gl_FragCoord.y < 0.0)
+# {
+# if(gl_FragCoord.x < 0.0)
+# {
+# _GLF_color = vec4(226.696, 1.0, 1.0, 1.0);
+# }
+# continue;
+# }
+# return;
+# }
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 48
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %9 %27
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "_GLF_color"
+ OpName %15 "i"
+ OpName %27 "gl_FragCoord"
+ OpDecorate %9 Location 0
+ OpDecorate %15 RelaxedPrecision
+ OpDecorate %22 RelaxedPrecision
+ OpDecorate %27 BuiltIn FragCoord
+ OpDecorate %46 RelaxedPrecision
+ OpDecorate %47 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
+ %13 = OpTypeInt 32 1
+ %14 = OpTypePointer Function %13
+ %16 = OpConstant %13 1
+ %23 = OpConstant %13 2
+ %24 = OpTypeBool
+ %26 = OpTypePointer Input %7
+ %27 = OpVariable %26 Input
+ %28 = OpTypeInt 32 0
+ %29 = OpConstant %28 1
+ %30 = OpTypePointer Input %6
+ %36 = OpConstant %28 0
+ %42 = OpConstant %6 226.695999
+ %43 = OpConstantComposite %7 %42 %10 %10 %10
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %15 = OpVariable %14 Function
+ OpStore %9 %12
+ OpStore %15 %16
+ OpBranch %17
+ %17 = OpLabel
+ OpLoopMerge %19 %20 None
+ OpBranch %21
+ %21 = OpLabel
+ %22 = OpLoad %13 %15
+ %25 = OpSLessThan %24 %22 %23
+ OpBranchConditional %25 %18 %19
+ %18 = OpLabel
+ %31 = OpAccessChain %30 %27 %29
+ %32 = OpLoad %6 %31
+ %33 = OpFOrdLessThan %24 %32 %11
+ OpSelectionMerge %35 None
+ OpBranchConditional %33 %34 %35
+ %34 = OpLabel
+ %37 = OpAccessChain %30 %27 %36
+ %38 = OpLoad %6 %37
+ %39 = OpFOrdLessThan %24 %38 %11
+ OpSelectionMerge %41 None
+ OpBranchConditional %39 %40 %41
+ %40 = OpLabel
+ OpStore %9 %43
+ OpBranch %41
+ %41 = OpLabel
+ OpBranch %20
+ %35 = OpLabel
+ OpReturn
+ %20 = OpLabel
+ %46 = OpLoad %13 %15
+ %47 = OpIAdd %13 %46 %16
+ OpStore %15 %47
+ OpBranch %17
+ %19 = 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
{ "do-while-loop-in-conditionals.amber", "do-while-loop-in-conditionals", "A fragment shader with do-while loop in conditional nest" },
{ "early-return-and-barrier.amber", "early-return-and-barrier", "A compute shader with an early return and a barrier" },
{ "for-condition-always-false.amber", "for-condition-always-false", "A fragment shader that uses a for loop with condition always false" },
+ { "for-with-ifs-and-return.amber", "for-with-ifs-and-return", "A fragment shader with two ifs and return/continue inside a for loop" },
{ "fragcoord-control-flow.amber", "fragcoord-control-flow", "A fragment shader that uses FragCoord and somewhat complex control flow" },
{ "fragcoord-control-flow-2.amber", "fragcoord-control-flow-2", "A fragment shader that uses FragCoord and somewhat complex control flow" },
{ "if-and-switch.amber", "if-and-switch", "A fragment shader with a switch and some data flow" },