--- /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 for loop that loops only once
+
+# The test passes because the shader always writes the color red. The for loop only goes through once.
+
+# Optimized using spirv-opt with the following arguments:
+# '--vector-dce'
+# '--eliminate-local-multi-store'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--ccp'
+# '--eliminate-dead-inserts'
+# '--convert-local-access-chains'
+# '--vector-dce'
+# '--eliminate-dead-code-aggressive'
+# '--vector-dce'
+# '--eliminate-local-multi-store'
+# '--if-conversion'
+# '--eliminate-dead-branches'
+# 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;
+#
+# precision highp int;
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# vec3 mand()
+# {
+# do
+# {
+# return vec3(1.0);
+# } while (true);
+# }
+# void main()
+# {
+# mand();
+#
+# for (
+# int i = 1;
+# true;
+# 1)
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# return;
+# }
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 36
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %33
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "mand("
+ OpName %33 "_GLF_color"
+ OpDecorate %33 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 3
+ %8 = OpTypeFunction %7
+ %15 = OpConstant %6 1
+ %16 = OpConstantComposite %7 %15 %15 %15
+ %31 = OpTypeVector %6 4
+ %32 = OpTypePointer Output %31
+ %33 = OpVariable %32 Output
+ %34 = OpConstant %6 0
+ %35 = OpConstantComposite %31 %15 %34 %34 %15
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %21 = OpFunctionCall %7 %9
+ OpBranch %26
+ %26 = OpLabel
+ OpLoopMerge %28 %29 None
+ OpBranch %27
+ %27 = OpLabel
+ OpStore %33 %35
+ OpReturn
+ %29 = OpLabel
+ OpBranch %26
+ %28 = OpLabel
+ OpUnreachable
+ OpFunctionEnd
+ %9 = OpFunction %7 None %8
+ %10 = OpLabel
+ OpBranch %11
+ %11 = OpLabel
+ OpLoopMerge %13 %14 None
+ OpBranch %12
+ %12 = OpLabel
+ OpReturnValue %16
+ %14 = OpLabel
+ OpBranch %11
+ %13 = OpLabel
+ OpUnreachable
+ 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-with-always-true-if.amber", "do-while-with-always-true-if", "A fragment shader with a do while that always returns" },
{ "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-loop-with-return.amber", "for-loop-with-return", "A fragment shader with a for loop that loops only once" },
{ "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" },