--- /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 nested do while
+
+# The test passes because the shader always writes color red. main() writes red and then returns at the end.
+
+# Optimized using spirv-opt with the following arguments:
+# '--ccp'
+# '--redundancy-elimination'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--eliminate-dead-branches'
+# '--simplify-instructions'
+# '--eliminate-dead-branches'
+# spirv-opt commit hash: ad7f2c5c4c7f51360e9e079109a9217aa5ba5cc0
+
+
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+#
+# precision highp int;
+#
+# layout(set = 0, binding = 0) uniform buf0
+# {
+# vec2 injectionSwitch;
+# };
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# void main()
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
+#
+# int i = 0;
+# if (injectionSwitch.y < 0.0) // Always false
+# {
+# }
+# else
+# {
+# if (gl_FragCoord.y < -1.0) // Always false
+# {
+# }
+# else
+# {
+# do
+# {
+# if (i >= 256) // Always false
+# {
+# break;
+# }
+# do
+# {
+# for (int i = 0; i < 1; i++)
+# {
+# if (gl_FragCoord.y < -1.0) // Always false
+# {
+# for (int i = 0; i < 1; i++)
+# {
+# }
+# continue;
+# }
+# return;
+# }
+# } while (false);
+# } while (false);
+# }
+# }
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 84
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %9 %32
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "_GLF_color"
+ OpName %15 "i"
+ OpName %18 "buf0"
+ OpMemberName %18 0 "injectionSwitch"
+ OpName %20 ""
+ OpName %32 "gl_FragCoord"
+ OpName %55 "i"
+ OpName %69 "i"
+ OpDecorate %9 Location 0
+ OpMemberDecorate %18 0 Offset 0
+ OpDecorate %18 Block
+ OpDecorate %20 DescriptorSet 0
+ OpDecorate %20 Binding 0
+ OpDecorate %32 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 = OpTypeInt 32 1
+ %14 = OpTypePointer Function %13
+ %16 = OpConstant %13 0
+ %17 = OpTypeVector %6 2
+ %18 = OpTypeStruct %17
+ %19 = OpTypePointer Uniform %18
+ %20 = OpVariable %19 Uniform
+ %21 = OpTypeInt 32 0
+ %22 = OpConstant %21 1
+ %23 = OpTypePointer Uniform %6
+ %26 = OpTypeBool
+ %31 = OpTypePointer Input %7
+ %32 = OpVariable %31 Input
+ %33 = OpTypePointer Input %6
+ %36 = OpConstant %6 -1
+ %46 = OpConstant %13 256
+ %62 = OpConstant %13 1
+ %83 = OpConstantFalse %26
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %15 = OpVariable %14 Function
+ %55 = OpVariable %14 Function
+ %69 = OpVariable %14 Function
+ OpStore %9 %12
+ OpStore %15 %16
+ %24 = OpAccessChain %23 %20 %16 %22
+ %25 = OpLoad %6 %24
+ %27 = OpFOrdLessThan %26 %25 %11
+ OpSelectionMerge %29 None
+ OpBranchConditional %27 %28 %30
+ %28 = OpLabel
+ OpBranch %29
+ %30 = OpLabel
+ %34 = OpAccessChain %33 %32 %22
+ %35 = OpLoad %6 %34
+ %37 = OpFOrdLessThan %26 %35 %36
+ OpSelectionMerge %39 None
+ OpBranchConditional %37 %38 %40
+ %38 = OpLabel
+ OpBranch %39
+ %40 = OpLabel
+ OpBranch %41
+ %41 = OpLabel
+ OpLoopMerge %43 %53 None
+ OpBranch %42
+ %42 = OpLabel
+ %45 = OpLoad %13 %15
+ %47 = OpSGreaterThanEqual %26 %45 %46
+ OpSelectionMerge %49 None
+ OpBranchConditional %47 %48 %49
+ %48 = OpLabel
+ OpBranch %43
+ %49 = OpLabel
+ OpBranch %51
+ %51 = OpLabel
+ OpStore %55 %16
+ OpLoopMerge %53 %58 None
+ OpBranch %56
+ %56 = OpLabel
+ %61 = OpLoad %13 %55
+ %63 = OpSLessThan %26 %61 %62
+ OpLoopMerge %58 %72 None
+ OpBranchConditional %63 %57 %58
+ %57 = OpLabel
+ OpSelectionMerge %68 None
+ OpBranchConditional %37 %67 %68
+ %67 = OpLabel
+ OpStore %69 %16
+ OpBranch %70
+ %70 = OpLabel
+ %75 = OpLoad %13 %69
+ %76 = OpSLessThan %26 %75 %62
+ OpLoopMerge %72 %71 None
+ OpBranchConditional %76 %71 %72
+ %71 = OpLabel
+ %77 = OpLoad %13 %69
+ %78 = OpIAdd %13 %77 %62
+ OpStore %69 %78
+ OpBranch %70
+ %72 = OpLabel
+ %81 = OpLoad %13 %55
+ %82 = OpIAdd %13 %81 %62
+ OpStore %55 %82
+ OpBranch %56
+ %68 = OpLabel
+ OpReturn
+ %58 = OpLabel
+ OpBranchConditional %83 %51 %53
+ %53 = OpLabel
+ OpBranchConditional %83 %41 %43
+ %43 = OpLabel
+ OpBranch %39
+ %39 = OpLabel
+ OpBranch %29
+ %29 = OpLabel
+ 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