--- /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 nested do while and undefined int
+
+# The test passes because the shader always writes color red. performPartition() writes the color red and then always returns early.
+
+# Optimized using spirv-opt with the following arguments:
+# '--if-conversion'
+# '--redundancy-elimination'
+# '--eliminate-local-multi-store'
+# '--ccp'
+# '--eliminate-local-multi-store'
+# '--eliminate-dead-inserts'
+# '--ccp'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--eliminate-dead-inserts'
+# '--ccp'
+# '--eliminate-dead-branches'
+# '--private-to-local'
+# '--eliminate-dead-branches'
+# 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;
+#
+# layout(set = 0, binding = 0) uniform buf0
+# {
+# vec2 injectionSwitch;
+# };
+#
+# int performPartition()
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
+# int i;
+# do
+# {
+# if (injectionSwitch.y < 0.0) // Always false
+# {
+# }
+# else
+# {
+# for (int GLF_live0i = 0; GLF_live0i < 1; GLF_live0i++)
+# {
+# if (injectionSwitch.y < 0.0) // Always false
+# {
+# break;
+# }
+# return 1; // We always return here. The code below is never executed.
+# }
+# if (injectionSwitch.y < 0.0)
+# {
+# do
+# {
+# return 1;
+# } while (false);
+# }
+# }
+# } while (false);
+# return i;
+# }
+#
+# void main()
+# {
+# performPartition();
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 79
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %13
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %8 "performPartition("
+ OpName %13 "_GLF_color"
+ OpName %22 "buf0"
+ OpMemberName %22 0 "injectionSwitch"
+ OpName %24 ""
+ OpName %37 "GLF_live0i"
+ OpName %66 "i"
+ OpDecorate %8 RelaxedPrecision
+ OpDecorate %13 Location 0
+ OpMemberDecorate %22 0 Offset 0
+ OpDecorate %22 Block
+ OpDecorate %24 DescriptorSet 0
+ OpDecorate %24 Binding 0
+ OpDecorate %37 RelaxedPrecision
+ OpDecorate %66 RelaxedPrecision
+ OpDecorate %70 RelaxedPrecision
+ OpDecorate %73 RelaxedPrecision
+ OpDecorate %72 RelaxedPrecision
+ OpDecorate %73 RelaxedPrecision
+ OpDecorate %73 RelaxedPrecision
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeInt 32 1
+ %7 = OpTypeFunction %6
+ %10 = OpTypeFloat 32
+ %11 = OpTypeVector %10 4
+ %12 = OpTypePointer Output %11
+ %13 = OpVariable %12 Output
+ %14 = OpConstant %10 1
+ %15 = OpConstant %10 0
+ %16 = OpConstantComposite %11 %14 %15 %15 %14
+ %21 = OpTypeVector %10 2
+ %22 = OpTypeStruct %21
+ %23 = OpTypePointer Uniform %22
+ %24 = OpVariable %23 Uniform
+ %25 = OpConstant %6 0
+ %26 = OpTypeInt 32 0
+ %27 = OpConstant %26 1
+ %28 = OpTypePointer Uniform %10
+ %31 = OpTypeBool
+ %36 = OpTypePointer Function %6
+ %44 = OpConstant %6 1
+ %65 = OpConstantFalse %31
+ %74 = OpUndef %6
+ %78 = OpConstantTrue %31
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %70 = OpFunctionCall %6 %8
+ OpReturn
+ OpFunctionEnd
+ %8 = OpFunction %6 None %7
+ %9 = OpLabel
+ %37 = OpVariable %36 Function
+ %66 = OpVariable %36 Function
+ OpStore %13 %16
+ OpBranch %17
+ %17 = OpLabel
+ %73 = OpPhi %6 %74 %9 %72 %34
+ OpLoopMerge %19 %34 None
+ OpBranch %18
+ %18 = OpLabel
+ %29 = OpAccessChain %28 %24 %25 %27
+ %30 = OpLoad %10 %29
+ %32 = OpFOrdLessThan %31 %30 %15
+ OpSelectionMerge %34 None
+ OpBranchConditional %32 %33 %35
+ %35 = OpLabel
+ OpStore %37 %25
+ OpBranch %38
+ %38 = OpLabel
+ %45 = OpSLessThan %31 %25 %44
+ OpLoopMerge %49 %41 None
+ OpBranch %39
+ %39 = OpLabel
+ OpSelectionMerge %50 None
+ OpBranchConditional %32 %49 %50
+ %49 = OpLabel
+ OpSelectionMerge %59 None
+ OpBranchConditional %32 %58 %59
+ %50 = OpLabel
+ OpReturnValue %44
+ %41 = OpLabel
+ OpBranch %38
+ %58 = OpLabel
+ OpBranch %60
+ %60 = OpLabel
+ OpLoopMerge %62 %63 None
+ OpBranch %61
+ %61 = OpLabel
+ OpReturnValue %44
+ %63 = OpLabel
+ OpBranch %60
+ %62 = OpLabel
+ OpUnreachable
+ %59 = OpLabel
+ OpBranch %34
+ %33 = OpLabel
+ OpBranch %34
+ %34 = OpLabel
+ %72 = OpPhi %6 %73 %33 %73 %59
+ OpBranchConditional %65 %17 %19
+ %19 = OpLabel
+ OpReturnValue %72
+ 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