--- /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 unreachable while loop
+
+# The test passes because the shader always writes the color red.
+# The rest of the code is never reached.
+
+# Optimized using spirv-opt with the following arguments:
+# '-O'
+# spirv-opt commit hash: 6b072126595dd8c2448eb1fda616251c5e6d7079
+
+
+
+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;
+# };
+#
+# float deadCode()
+# {
+# float s;
+# for (int i = 1; true; 1)
+# {
+# if (gl_FragCoord.x < 0.0)
+# {
+# if (injectionSwitch.x > 1.0)
+# {
+# return 1.0;
+# }
+# continue;
+# }
+# return s;
+# }
+# return 1.0;
+# }
+#
+# void main()
+# {
+# if (injectionSwitch.x > 1.0) // Always false
+# {
+# vec4 c;
+# c.y = deadCode();
+# _GLF_color = c;
+# }
+#
+# // Always write color red because the other code is never reached.
+# _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: 119
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %23 %64
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %23 "gl_FragCoord"
+ OpName %34 "buf0"
+ OpMemberName %34 0 "injectionSwitch"
+ OpName %36 ""
+ OpName %64 "_GLF_color"
+ OpDecorate %23 BuiltIn FragCoord
+ OpMemberDecorate %34 0 Offset 0
+ OpDecorate %34 Block
+ OpDecorate %36 DescriptorSet 0
+ OpDecorate %36 Binding 0
+ OpDecorate %64 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %10 = OpTypeInt 32 1
+ %19 = OpTypeBool
+ %21 = OpTypeVector %6 4
+ %22 = OpTypePointer Input %21
+ %23 = OpVariable %22 Input
+ %24 = OpTypeInt 32 0
+ %25 = OpConstant %24 0
+ %26 = OpTypePointer Input %6
+ %29 = OpConstant %6 0
+ %33 = OpTypeVector %6 2
+ %34 = OpTypeStruct %33
+ %35 = OpTypePointer Uniform %34
+ %36 = OpVariable %35 Uniform
+ %37 = OpConstant %10 0
+ %38 = OpTypePointer Uniform %6
+ %41 = OpConstant %6 1
+ %63 = OpTypePointer Output %21
+ %64 = OpVariable %63 Output
+ %66 = OpConstantComposite %21 %41 %29 %29 %41
+ %110 = OpUndef %6
+ %118 = OpUndef %21
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %53 = OpAccessChain %38 %36 %37 %25
+ %54 = OpLoad %6 %53
+ %55 = OpFOrdGreaterThan %19 %54 %41
+ OpSelectionMerge %57 None
+ OpBranchConditional %55 %56 %57
+ %56 = OpLabel
+ OpBranch %83
+ %83 = OpLabel
+ OpLoopMerge %84 %85 None
+ OpBranch %87
+ %87 = OpLabel
+ OpLoopMerge %88 %100 None
+ OpBranch %91
+ %91 = OpLabel
+ %92 = OpAccessChain %26 %23 %25
+ %93 = OpLoad %6 %92
+ %94 = OpFOrdLessThan %19 %93 %29
+ OpSelectionMerge %95 None
+ OpBranchConditional %94 %96 %95
+ %96 = OpLabel
+ OpSelectionMerge %100 None
+ OpBranchConditional %55 %101 %100
+ %101 = OpLabel
+ OpBranch %88
+ %100 = OpLabel
+ OpBranch %87
+ %95 = OpLabel
+ OpBranch %88
+ %88 = OpLabel
+ %113 = OpPhi %6 %41 %101 %110 %95
+ OpBranch %84
+ %85 = OpLabel
+ OpBranch %83
+ %84 = OpLabel
+ %107 = OpCompositeInsert %21 %113 %118 1
+ OpStore %64 %107
+ OpBranch %57
+ %57 = OpLabel
+ OpStore %64 %66
+ OpReturn
+ 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
{ "nested-loops-switch.amber", "nested-loops-switch", "A fragment shader with nested loops and a switch" },
{ "pow-vec4.amber", "pow-vec4", "A fragment shader that uses pow" },
{ "return-before-writing-wrong-color.amber", "return-before-writing-wrong-color", "A fragment shader with return before writing wrong color" },
+ { "return-float-from-while-loop.amber", "return-float-from-while-loop", "A fragment shader with unreachable while loop" },
{ "return-in-loop-in-function.amber", "return-in-loop-in-function", "A fragment shader with early return from loop in function" },
{ "returned-boolean-in-vector.amber", "returned-boolean-in-vector", "A fragment shader with returned boolean in vector" },
{ "similar-nested-ifs.amber", "similar-nested-ifs", "A fragment shader with similar nested ifs and loops" },