--- /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 an always false if function
+
+# The test passes because main always writes the color red. (Additionally the discard statement is never reached).
+
+# Optimized using spirv-opt with the following arguments:
+# '--eliminate-local-single-block'
+# '--reduce-load-size'
+# '--combine-access-chains'
+# '--eliminate-local-multi-store'
+# '--reduce-load-size'
+# '--convert-local-access-chains'
+# '--eliminate-dead-branches'
+# '--eliminate-dead-branches'
+# '--merge-return'
+# '--copy-propagate-arrays'
+# '--copy-propagate-arrays'
+# '--eliminate-dead-inserts'
+# '--merge-blocks'
+# '--copy-propagate-arrays'
+# '--combine-access-chains'
+# '--simplify-instructions'
+# '--convert-local-access-chains'
+# spirv-opt commit hash: 4a00a80c40484a6f6f72f48c9d34943cf8f180d4
+
+
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+#
+# // END OF GENERATED HEADER
+# precision highp float;
+#
+# layout(location = 0) out vec4 _GLF_color;
+# layout(set = 0, binding = 0) uniform buf0
+# {
+# vec2 injectionSwitch;
+# };
+#
+# vec3 mand()
+# {
+# for (
+# int k = 0;
+# k < 1000;
+# 1)
+# {
+# discard;
+# }
+# return vec3(1.0);
+# }
+# void main()
+# {
+# if (injectionSwitch.x > injectionSwitch.y)
+# {
+# for (
+# int j = 0;
+# j < 4;
+# 1)
+# {
+# mand();
+# }
+# }
+#
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+#
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 64
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %57
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "mand("
+ OpName %13 "k"
+ OpName %31 "buf0"
+ OpMemberName %31 0 "injectionSwitch"
+ OpName %33 ""
+ OpName %45 "j"
+ OpName %57 "_GLF_color"
+ OpDecorate %13 RelaxedPrecision
+ OpMemberDecorate %31 0 Offset 0
+ OpDecorate %31 Block
+ OpDecorate %33 DescriptorSet 0
+ OpDecorate %33 Binding 0
+ OpDecorate %45 RelaxedPrecision
+ OpDecorate %57 Location 0
+ OpDecorate %14 RelaxedPrecision
+ %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
+ %21 = OpConstant %11 1000
+ %22 = OpTypeBool
+ %25 = OpConstant %11 1
+ %26 = OpConstant %6 1
+ %27 = OpConstantComposite %7 %26 %26 %26
+ %30 = OpTypeVector %6 2
+ %31 = OpTypeStruct %30
+ %32 = OpTypePointer Uniform %31
+ %33 = OpVariable %32 Uniform
+ %34 = OpTypeInt 32 0
+ %35 = OpConstant %34 0
+ %36 = OpTypePointer Uniform %6
+ %39 = OpConstant %34 1
+ %52 = OpConstant %11 4
+ %55 = OpTypeVector %6 4
+ %56 = OpTypePointer Output %55
+ %57 = OpVariable %56 Output
+ %58 = OpConstant %6 0
+ %59 = OpConstantComposite %55 %26 %58 %58 %26
+ %62 = OpUndef %11
+ %63 = OpConstantTrue %22
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %45 = OpVariable %12 Function
+ %37 = OpAccessChain %36 %33 %14 %35
+ %38 = OpLoad %6 %37
+ %40 = OpAccessChain %36 %33 %14 %39
+ %41 = OpLoad %6 %40
+ %42 = OpFOrdGreaterThan %22 %38 %41
+ OpSelectionMerge %44 None
+ OpBranchConditional %42 %43 %44
+ %43 = OpLabel
+ OpStore %45 %14
+ OpBranch %46
+ %46 = OpLabel
+ OpLoopMerge %48 %47 None
+ OpBranchConditional %63 %47 %48
+ %47 = OpLabel
+ %54 = OpFunctionCall %7 %9
+ OpBranch %46
+ %48 = OpLabel
+ OpBranch %44
+ %44 = OpLabel
+ OpStore %57 %59
+ OpReturn
+ OpFunctionEnd
+ %9 = OpFunction %7 None %8
+ %10 = OpLabel
+ %13 = OpVariable %12 Function
+ OpStore %13 %14
+ OpBranch %15
+ %15 = OpLabel
+ OpLoopMerge %17 %18 None
+ OpBranchConditional %63 %16 %17
+ %16 = OpLabel
+ OpKill
+ %18 = OpLabel
+ OpBranch %15
+ %17 = OpLabel
+ OpReturnValue %27
+ 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