--- /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 if
+
+# The test passes because main always writes color red.
+# Running code after writing red does not matter.
+
+# Optimized using spirv-opt with the following arguments:
+# '--copy-propagate-arrays'
+# '--if-conversion'
+# '--convert-local-access-chains'
+# '--convert-local-access-chains'
+# '--vector-dce'
+# '--reduce-load-size'
+# '--reduce-load-size'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--inline-entry-points-exhaustive'
+# '--redundancy-elimination'
+# '--private-to-local'
+# '--eliminate-dead-code-aggressive'
+# '--ccp'
+# '--simplify-instructions'
+# '--eliminate-dead-branches'
+# '--inline-entry-points-exhaustive'
+# '--eliminate-dead-inserts'
+# '--eliminate-dead-branches'
+# 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;
+# };
+# void main()
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0); // Write color red
+#
+# do
+# {
+# if (injectionSwitch.y < 0.0) // Always false
+# {
+# bool GLF_live12c5 = false;
+# if (GLF_live12c5)
+# {
+# }
+# continue;
+# }
+# break;
+# } while (false);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 39
+; 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 %18 "buf0"
+ OpMemberName %18 0 "injectionSwitch"
+ OpName %20 ""
+ OpName %33 "GLF_live12c5"
+ OpDecorate %9 Location 0
+ OpMemberDecorate %18 0 Offset 0
+ OpDecorate %18 Block
+ OpDecorate %20 DescriptorSet 0
+ OpDecorate %20 Binding 0
+ %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
+ %17 = OpTypeVector %6 2
+ %18 = OpTypeStruct %17
+ %19 = OpTypePointer Uniform %18
+ %20 = OpVariable %19 Uniform
+ %21 = OpTypeInt 32 1
+ %22 = OpConstant %21 0
+ %23 = OpTypeInt 32 0
+ %24 = OpConstant %23 1
+ %25 = OpTypePointer Uniform %6
+ %28 = OpTypeBool
+ %32 = OpTypePointer Function %28
+ %34 = OpConstantFalse %28
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %33 = OpVariable %32 Function
+ OpStore %9 %12
+ OpBranch %13
+ %13 = OpLabel
+ OpLoopMerge %15 %37 None
+ OpBranch %14
+ %14 = OpLabel
+ %26 = OpAccessChain %25 %20 %22 %24
+ %27 = OpLoad %6 %26
+ %29 = OpFOrdLessThan %28 %27 %11
+ OpSelectionMerge %31 None
+ OpBranchConditional %29 %30 %31
+ %30 = OpLabel
+ OpStore %33 %34
+ %35 = OpLoad %28 %33
+ OpSelectionMerge %38 None
+ OpBranchConditional %35 %36 %37
+ %36 = OpLabel
+ OpBranch %37
+ %38 = OpLabel
+ OpBranch %37
+ %37 = OpLabel
+ OpBranchConditional %34 %13 %15
+ %31 = OpLabel
+ OpBranch %15
+ %15 = 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
{ "always-false-if-in-do-while.amber", "always-false-if-in-do-while", "A fragment shader with an always false if." },
{ "always-false-if-with-discard-return.amber", "always-false-if-with-discard-return", "A fragment shader with discard keyword and a return" },
{ "barrier-in-loop-with-break.amber", "barrier-in-loop-with-break", "A compute shader with a barrier in a loop with a break" },
+{ "break-in-do-while-with-nested-if.amber", "break-in-do-while-with-nested-if", "A fragment shader with nested if" },
{ "call-if-while-switch.amber", "call-if-while-switch", "A fragment shader with a call, if, while, switch" },
{ "color-write-in-loop.amber", "color-write-in-loop", "A fragment shader that writes to color in a loop" },
{ "complex-nested-loops-and-call.amber", "complex-nested-loops-and-call", "A fragment shader with complex nested loops, breaks, etc." },