--- /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 a for loop containing nested ifs
+
+# The test passes because the two-iteration loop only writes red to the output color variable.
+
+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;
+#
+# void main()
+# {
+# for (
+# int j = 0;
+# j < 2;
+# j++)
+# {
+# if (j < 1)
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // red
+# }
+# if (j != 3)
+# {
+# if (j != 4)
+# {
+# if (j == 5) // always false
+# {
+# _GLF_color[0] = float(ldexp(1.0, 2));
+# }
+# else
+# {
+# float a;
+# a = float(ldexp(1.0, 2));
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // red
+# }
+# }
+# }
+# }
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 57
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %27
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %8 "j"
+ OpName %27 "_GLF_color"
+ OpName %53 "a"
+ OpDecorate %8 RelaxedPrecision
+ OpDecorate %15 RelaxedPrecision
+ OpDecorate %19 RelaxedPrecision
+ OpDecorate %27 Location 0
+ OpDecorate %31 RelaxedPrecision
+ OpDecorate %36 RelaxedPrecision
+ OpDecorate %41 RelaxedPrecision
+ OpDecorate %55 RelaxedPrecision
+ OpDecorate %56 RelaxedPrecision
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeInt 32 1
+ %7 = OpTypePointer Function %6
+ %9 = OpConstant %6 0
+ %16 = OpConstant %6 2
+ %17 = OpTypeBool
+ %20 = OpConstant %6 1
+ %24 = OpTypeFloat 32
+ %25 = OpTypeVector %24 4
+ %26 = OpTypePointer Output %25
+ %27 = OpVariable %26 Output
+ %28 = OpConstant %24 1
+ %29 = OpConstant %24 0
+ %30 = OpConstantComposite %25 %28 %29 %29 %28
+ %32 = OpConstant %6 3
+ %37 = OpConstant %6 4
+ %42 = OpConstant %6 5
+ %47 = OpTypeInt 32 0
+ %48 = OpConstant %47 0
+ %49 = OpTypePointer Output %24
+ %52 = OpTypePointer Function %24
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %8 = OpVariable %7 Function
+ %53 = OpVariable %52 Function
+ OpStore %8 %9
+ OpBranch %10
+ %10 = OpLabel
+ OpLoopMerge %12 %13 None
+ OpBranch %14
+ %14 = OpLabel
+ %15 = OpLoad %6 %8
+ %18 = OpSLessThan %17 %15 %16
+ OpBranchConditional %18 %11 %12
+ %11 = OpLabel
+ %19 = OpLoad %6 %8
+ %21 = OpSLessThan %17 %19 %20
+ OpSelectionMerge %23 None
+ OpBranchConditional %21 %22 %23
+ %22 = OpLabel
+ OpStore %27 %30
+ OpBranch %23
+ %23 = OpLabel
+ %31 = OpLoad %6 %8
+ %33 = OpINotEqual %17 %31 %32
+ OpSelectionMerge %35 None
+ OpBranchConditional %33 %34 %35
+ %34 = OpLabel
+ %36 = OpLoad %6 %8
+ %38 = OpINotEqual %17 %36 %37
+ OpSelectionMerge %40 None
+ OpBranchConditional %38 %39 %40
+ %39 = OpLabel
+ %41 = OpLoad %6 %8
+ %43 = OpIEqual %17 %41 %42
+ OpSelectionMerge %45 None
+ OpBranchConditional %43 %44 %51
+ %44 = OpLabel
+ %46 = OpExtInst %24 %1 Ldexp %28 %16
+ %50 = OpAccessChain %49 %27 %48
+ OpStore %50 %46
+ OpBranch %45
+ %51 = OpLabel
+ %54 = OpExtInst %24 %1 Ldexp %28 %16
+ OpStore %53 %54
+ OpStore %27 %30
+ OpBranch %45
+ %45 = OpLabel
+ OpBranch %40
+ %40 = OpLabel
+ OpBranch %35
+ %35 = OpLabel
+ OpBranch %13
+ %13 = OpLabel
+ %55 = OpLoad %6 %8
+ %56 = OpIAdd %6 %55 %20
+ OpStore %8 %56
+ OpBranch %10
+ %12 = OpLabel
+ OpReturn
+ OpFunctionEnd
+END
+
+# uniforms for variant
+
+
+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
{ "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" },
{ "if-and-switch.amber", "if-and-switch", "A fragment shader with a switch and some data flow" },
+ { "loop-nested-ifs.amber", "loop-nested-ifs", "A fragment shader with a for loop containing nested ifs" },
{ "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" },