--- /dev/null
+# 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 do-while loop in conditional nest
+
+# The test passes because the fragment shader writes a red pixel, and the
+# do-while loop is not dynamically reachable
+
+# Derived from the following GLSL.
+
+# Fragment shader 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);
+# if(true)
+# {
+# if(gl_FragCoord.x < 0.0)
+# {
+# do
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# }
+# while(gl_FragCoord.x < 0.0);
+# }
+# }
+# }
+
+[require]
+fbsize 256 256
+
+[vertex shader passthrough]
+
+[fragment shader spirv]
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 34
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %9 %18
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "_GLF_color"
+ OpName %18 "gl_FragCoord"
+ OpDecorate %9 Location 0
+ OpDecorate %18 BuiltIn FragCoord
+ %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 = OpTypeBool
+ %14 = OpConstantTrue %13
+ %17 = OpTypePointer Input %7
+ %18 = OpVariable %17 Input
+ %19 = OpTypeInt 32 0
+ %20 = OpConstant %19 0
+ %21 = OpTypePointer Input %6
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ OpStore %9 %12
+ OpSelectionMerge %16 None
+ OpBranchConditional %14 %15 %16
+ %15 = OpLabel
+ %22 = OpAccessChain %21 %18 %20
+ %23 = OpLoad %6 %22
+ %24 = OpFOrdLessThan %13 %23 %11
+ OpSelectionMerge %26 None
+ OpBranchConditional %24 %25 %26
+ %25 = OpLabel
+ OpBranch %27
+ %27 = OpLabel
+ OpLoopMerge %29 %30 None
+ OpBranch %28
+ %28 = OpLabel
+ OpStore %9 %12
+ OpBranch %30
+ %30 = OpLabel
+ %31 = OpAccessChain %21 %18 %20
+ %32 = OpLoad %6 %31
+ %33 = OpFOrdLessThan %13 %32 %11
+ OpBranchConditional %33 %27 %29
+ %29 = OpLabel
+ OpBranch %26
+ %26 = OpLabel
+ OpBranch %16
+ %16 = OpLabel
+ OpReturn
+ OpFunctionEnd
+
+
+[test]
+draw rect -1 -1 2 2
+probe rgba (0, 0) (1, 0, 0, 1)
{ "control-flow-switch.amber", "control-flow-switch", "A fragment shader with somewhat complex control flow and a switch" },
{ "dead-barriers-in-loops.amber", "dead-barriers-in-loops", "A compute shader with dead barriers" },
{ "dead-struct-init.amber", "dead-struct-init", "A fragment shader that uses struct initializers" },
+ { "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" },
{ "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" },