--- /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 return in nest of ifs, inside loop
+
+# The test passes because the fragment shader writes a red pixel, and then
+# terminates without further output manipulation (the other write of red
+# 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;
+#
+# layout(set = 0, binding = 0) uniform buf0 {
+# vec2 injectionSwitch;
+# };
+#
+# void main()
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# for(
+# int i = 0;
+# i < 10;
+# i ++
+# )
+# {
+# _GLF_color = vec4(1.0);
+# if(1.0 > injectionSwitch.y)
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# if(true)
+# {
+# return;
+# }
+# }
+# }
+# }
+
+[require]
+fbsize 256 256
+
+[vertex shader passthrough]
+
+[fragment shader spirv]
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 46
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %9
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "_GLF_color"
+ OpName %15 "i"
+ OpName %28 "buf0"
+ OpMemberName %28 0 "injectionSwitch"
+ OpName %30 ""
+ OpDecorate %9 Location 0
+ OpDecorate %15 RelaxedPrecision
+ OpDecorate %22 RelaxedPrecision
+ OpMemberDecorate %28 0 Offset 0
+ OpDecorate %28 Block
+ OpDecorate %30 DescriptorSet 0
+ OpDecorate %30 Binding 0
+ OpDecorate %43 RelaxedPrecision
+ OpDecorate %45 RelaxedPrecision
+ %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 = OpTypeInt 32 1
+ %14 = OpTypePointer Function %13
+ %16 = OpConstant %13 0
+ %23 = OpConstant %13 10
+ %24 = OpTypeBool
+ %26 = OpConstantComposite %7 %10 %10 %10 %10
+ %27 = OpTypeVector %6 2
+ %28 = OpTypeStruct %27
+ %29 = OpTypePointer Uniform %28
+ %30 = OpVariable %29 Uniform
+ %31 = OpTypeInt 32 0
+ %32 = OpConstant %31 1
+ %33 = OpTypePointer Uniform %6
+ %39 = OpConstantTrue %24
+ %44 = OpConstant %13 1
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %15 = OpVariable %14 Function
+ OpStore %9 %12
+ OpStore %15 %16
+ OpBranch %17
+ %17 = OpLabel
+ OpLoopMerge %19 %20 None
+ OpBranch %21
+ %21 = OpLabel
+ %22 = OpLoad %13 %15
+ %25 = OpSLessThan %24 %22 %23
+ OpBranchConditional %25 %18 %19
+ %18 = OpLabel
+ OpStore %9 %26
+ %34 = OpAccessChain %33 %30 %16 %32
+ %35 = OpLoad %6 %34
+ %36 = OpFOrdGreaterThan %24 %10 %35
+ OpSelectionMerge %38 None
+ OpBranchConditional %36 %37 %38
+ %37 = OpLabel
+ OpStore %9 %12
+ OpSelectionMerge %41 None
+ OpBranchConditional %39 %40 %41
+ %40 = OpLabel
+ OpReturn
+ %41 = OpLabel
+ OpBranch %38
+ %38 = OpLabel
+ OpBranch %20
+ %20 = OpLabel
+ %43 = OpLoad %13 %15
+ %45 = OpIAdd %13 %43 %44
+ OpStore %15 %45
+ OpBranch %17
+ %19 = OpLabel
+ OpReturn
+ OpFunctionEnd
+
+
+[test]
+## Uniforms
+# injectionSwitch
+uniform ubo 0:0 vec2 0 0.0 1.0
+
+draw rect -1 -1 2 2
+probe rgba (0, 0) (1, 1, 1, 1)
{ "mat-array-deep-control-flow.amber", "mat-array-deep-control-flow", "A fragment shader that uses an array of matrices and has deep control flow" },
{ "mat-array-distance.amber", "mat-array-distance", "A fragment shader that uses an array of matrices and distance" },
{ "matrices-and-return-in-loop.amber", "matrices-and-return-in-loop", "A fragment shader with matrices and a return in a loop" },
+ { "nested-ifs-and-return-in-for-loop.amber", "nested-ifs-and-return-in-for-loop", "A fragment shader with return in nest of ifs, inside loop" },
{ "pow-vec4.amber", "pow-vec4", "A fragment shader that uses pow" },
{ "return-in-loop-in-function.amber", "return-in-loop-in-function", "A fragment shader with early return from loop in function" },
{ "swizzle-struct-init-min.amber", "swizzle-struct-init-min", "A fragment shader that uses vector swizzles, struct initializers, and min" },