--- /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: Code wrapped in nested single iteration loops
+
+# The test passes because the first return statement in 'f' is guaranteed to be hit on the first loop iteration, so that red is written to the framebuffer
+
+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;
+#
+# vec3 f()
+# {
+# int iteration = 0;
+# for(
+# int k = 0;
+# k < 100;
+# k ++
+# )
+# {
+# iteration ++;
+# }
+# if(iteration < 100)
+# {
+# return vec3(1.0, float(iteration - 1), float(iteration - 1));
+# }
+# else
+# {
+# do
+# {
+# do
+# {
+# return vec3(1.0, 0.0, 0.0);
+# }
+# while(false);
+# }
+# while(false);
+# }
+# }
+# void main()
+# {
+# _GLF_color = vec4(f(), 1.0);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 8
+; Bound: 65
+; 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 %9 "f("
+ OpName %13 "iteration"
+ OpName %15 "k"
+ OpName %59 "_GLF_color"
+ OpDecorate %13 RelaxedPrecision
+ OpDecorate %15 RelaxedPrecision
+ OpDecorate %21 RelaxedPrecision
+ OpDecorate %25 RelaxedPrecision
+ OpDecorate %27 RelaxedPrecision
+ OpDecorate %28 RelaxedPrecision
+ OpDecorate %29 RelaxedPrecision
+ OpDecorate %30 RelaxedPrecision
+ OpDecorate %35 RelaxedPrecision
+ OpDecorate %36 RelaxedPrecision
+ OpDecorate %38 RelaxedPrecision
+ OpDecorate %39 RelaxedPrecision
+ OpDecorate %59 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 3
+ %8 = OpTypeFunction %7
+ %11 = OpTypeInt 32 1
+ %12 = OpTypePointer Function %11
+ %14 = OpConstant %11 0
+ %22 = OpConstant %11 100
+ %23 = OpTypeBool
+ %26 = OpConstant %11 1
+ %34 = OpConstant %6 1
+ %52 = OpConstant %6 0
+ %53 = OpConstantComposite %7 %34 %52 %52
+ %55 = OpConstantFalse %23
+ %57 = OpTypeVector %6 4
+ %58 = OpTypePointer Output %57
+ %59 = OpVariable %58 Output
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %60 = OpFunctionCall %7 %9
+ %61 = OpCompositeExtract %6 %60 0
+ %62 = OpCompositeExtract %6 %60 1
+ %63 = OpCompositeExtract %6 %60 2
+ %64 = OpCompositeConstruct %57 %61 %62 %63 %34
+ OpStore %59 %64
+ OpReturn
+ OpFunctionEnd
+ %9 = OpFunction %7 None %8
+ %10 = OpLabel
+ %13 = OpVariable %12 Function
+ %15 = OpVariable %12 Function
+ OpStore %13 %14
+ OpStore %15 %14
+ OpBranch %16
+ %16 = OpLabel
+ OpLoopMerge %18 %19 None
+ OpBranch %20
+ %20 = OpLabel
+ %21 = OpLoad %11 %15
+ %24 = OpSLessThan %23 %21 %22
+ OpBranchConditional %24 %17 %18
+ %17 = OpLabel
+ %25 = OpLoad %11 %13
+ %27 = OpIAdd %11 %25 %26
+ OpStore %13 %27
+ OpBranch %19
+ %19 = OpLabel
+ %28 = OpLoad %11 %15
+ %29 = OpIAdd %11 %28 %26
+ OpStore %15 %29
+ OpBranch %16
+ %18 = OpLabel
+ %30 = OpLoad %11 %13
+ %31 = OpSLessThan %23 %30 %22
+ OpSelectionMerge %33 None
+ OpBranchConditional %31 %32 %43
+ %32 = OpLabel
+ %35 = OpLoad %11 %13
+ %36 = OpISub %11 %35 %26
+ %37 = OpConvertSToF %6 %36
+ %38 = OpLoad %11 %13
+ %39 = OpISub %11 %38 %26
+ %40 = OpConvertSToF %6 %39
+ %41 = OpCompositeConstruct %7 %34 %37 %40
+ OpReturnValue %41
+ %43 = OpLabel
+ OpBranch %44
+ %44 = OpLabel
+ OpLoopMerge %46 %47 None
+ OpBranch %45
+ %45 = OpLabel
+ OpBranch %48
+ %48 = OpLabel
+ OpLoopMerge %50 %51 None
+ OpBranch %49
+ %49 = OpLabel
+ OpReturnValue %53
+ %51 = OpLabel
+ OpBranch %48
+ %50 = OpLabel
+ OpUnreachable
+ %47 = OpLabel
+ OpBranch %44
+ %46 = OpLabel
+ OpUnreachable
+ %33 = OpLabel
+ OpUnreachable
+ OpFunctionEnd
+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
+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
{ "discard-in-loop.amber", "discard-in-loop", "A shader with a discard in a loop" },
{ "discard-in-loop-in-function.amber", "discard-in-loop-in-function", "A shader with a discard nested in a loop in a function" },
{ "discards-in-control-flow.amber", "discards-in-control-flow", "A fragment shader with discards in loops and conditionals" },
+{ "do-while-false-loops.amber", "do-while-false-loops", "Code wrapped in nested single iteration loops" },
{ "do-while-loop-in-conditionals.amber", "do-while-loop-in-conditionals", "A fragment shader with do-while loop in conditional nest" },
{ "do-while-with-always-true-if.amber", "do-while-with-always-true-if", "A fragment shader with a do while that always returns" },
{ "do-while-with-if-condition.amber", "do-while-with-if-condition", "A fragment shader that has nested if condition in do while" },