blob: 7adc2debf5cb368d29b8090fefe016f45cf63416 [file] [log] [blame]
{ "access-new-vector-inside-if-condition.amber", "access-new-vector-inside-if-condition", "A shader that accesses a new vector within an if condition" },
{ "always-discarding-function.amber", "always-discarding-function", "A fragment shader with an always discarding main function" },
{ "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" },
{ "arr-value-set-to-arr-value-squared.amber", "arr-value-set-to-arr-value-squared", "A fragment shader with an arr value set to itself squared" },
{ "array-idx-multiplied-by-for-loop-idx.amber", "array-idx-multiplied-by-for-loop-idx", "A fragment shader with array index multiplied" },
{ "assign-array-value-to-another-array.amber", "assign-array-value-to-another-array", "A fragment shader that assigns array values to other array" },
{ "assign-array-value-to-another-array-2.amber", "assign-array-value-to-another-array-2", "A fragment shader that assigns array values to other array" },
{ "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-function-with-discard.amber", "call-function-with-discard", "Calls a function containing a discard" },
{ "call-if-while-switch.amber", "call-if-while-switch", "A fragment shader with a call, if, while, switch" },
{ "color-set-in-for-loop.amber", "color-set-in-for-loop", "A fragment shader with color set in for loop" },
{ "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." },
{ "conditional-return-in-infinite-while.amber", "conditional-return-in-infinite-while", "A shader with conditional return inside an infinite loop" },
{ "continue-and-merge.amber", "continue-and-merge", "A fragment shader with two nested loops" },
{ "control-flow-in-function.amber", "control-flow-in-function", "A fragment shader with a lot of control flow" },
{ "control-flow-switch.amber", "control-flow-switch", "A fragment shader with somewhat complex control flow and a switch" },
{ "cosh-return-inf-unused.amber", "cosh-return-inf-unused", "Cosh returns inf for one component which is never used" },
{ "cov-analysis-reachable-from-many.amber", "cov-analysis-reachable-from-many", "A fragment shader that covers a specific LLVM analysis code path." },
{ "cov-apfloat-acos-ldexp.amber", "cov-apfloat-acos-ldexp", "A fragment shader that covers a specific AP float code path." },
{ "cov-apfloat-determinant.amber", "cov-apfloat-determinant", "A fragment shader that covers a specific arbitrary precision float usage." },
{ "cov-apfloat-tanh.amber", "cov-apfloat-tanh", "A fragment shader that covers a specific arbitrary precision float usage." },
{ "cov-basic-block-discard-in-function.amber", "cov-basic-block-discard-in-function", "A fragment shader that covers a specific basic block code path" },
{ "cov-blockfrequency-several-for-loops.amber", "cov-blockfrequency-several-for-loops", "A fragment shader that covers a specific block frequency info code path." },
{ "cov-const-folding-ceil-vec4.amber", "cov-const-folding-ceil-vec4", "A fragment shader that covers a specific constant folding code path" },
{ "cov-const-folding-clamp.amber", "cov-const-folding-clamp", "A fragment shader that covers a specific const folding rule path." },
{ "cov-const-folding-clamp-inside-while.amber", "cov-const-folding-clamp-inside-while", "A fragment shader that covers a specific constant folding path" },
{ "cov-const-folding-clamp-max.amber", "cov-const-folding-clamp-max", "A fragment shader that covers a specific const folding rule path." },
{ "cov-const-folding-clamp-min.amber", "cov-const-folding-clamp-min", "A fragment shader that covers a specific const folding rule path." },
{ "cov-const-folding-clamp-vs-original.amber", "cov-const-folding-clamp-vs-original", "A fragment shader that covers a specific constant folding path" },
{ "cov-const-folding-det-identity.amber", "cov-const-folding-det-identity", "A fragment shader that covers a specific const folding path" },
{ "cov-const-folding-dot-condition-true.amber", "cov-const-folding-dot-condition-true", "A fragment shader that covers a specific const folding rule path." },
{ "cov-const-folding-dot-determinant.amber", "cov-const-folding-dot-determinant", "A fragment shader that covers a specific const folding rule path." },
{ "cov-const-folding-gte-const-first.amber", "cov-const-folding-gte-const-first", "A fragment shader that covers a specific constant folding path" },
{ "cov-const-folding-min-as-loop-range.amber", "cov-const-folding-min-as-loop-range", "A fragment shader that covers a specific constant folding path" },
{ "cov-const-folding-same-condition.amber", "cov-const-folding-same-condition", "A fragment shader that covers a specific constant folding code path" },
{ "cov-const-folding-sinh-inf.amber", "cov-const-folding-sinh-inf", "A fragment shader that covers a specific const folding path" },
{ "cov-const-folding-vector-shuffle.amber", "cov-const-folding-vector-shuffle", "A fragment shader that covers a specific const folding rule path." },
{ "cov-constant-folding-atan-over-tanh.amber", "cov-constant-folding-atan-over-tanh", "A fragment shader that covers a specific constant folding code path." },
{ "cov-constants-mix-uniform.amber", "cov-constants-mix-uniform", "A fragment shader that covers a specific constant handling path." },
{ "cov-copy-prop-arrays-func-argument.amber", "cov-copy-prop-arrays-func-argument", "A fragment shader that covers a specific propagate array copy path." },
{ "cov-copy-prop-arrays-no-stores.amber", "cov-copy-prop-arrays-no-stores", "A fragment shader that covers a specific propagate array copy path." },
{ "cov-copy-prop-arrays-param-uniform.amber", "cov-copy-prop-arrays-param-uniform", "A fragment shader that covers a specific propagate array copy path." },
{ "cov-dag-combiner-neg-div-pow2.amber", "cov-dag-combiner-neg-div-pow2", "A fragment shader that covers a specific DAG combiner code path" },
{ "cov-dag-combiner-same-cond-nested.amber", "cov-dag-combiner-same-cond-nested", "A fragment shader that covers a specific DAG combiner code path" },
{ "cov-dead-branch-func-return-arg.amber", "cov-dead-branch-func-return-arg", "A fragment shader that covers a specific dead branch elimination path" },
{ "cov-dead-code-unreachable-merge.amber", "cov-dead-code-unreachable-merge", "A fragment shader that covers a specific dead code elimination path." },
{ "cov-fold-and-in-for-loop-range.amber", "cov-fold-and-in-for-loop-range", "A fragment shader that covers a specific folding path" },
{ "cov-fold-bitwise-and-zero.amber", "cov-fold-bitwise-and-zero", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-bitwise-or-full-mask.amber", "cov-fold-bitwise-or-full-mask", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-bitwise-xor.amber", "cov-fold-bitwise-xor", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-div-uniform-by-zero.amber", "cov-fold-div-uniform-by-zero", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-div-variable-by-zero.amber", "cov-fold-div-variable-by-zero", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-logical-and-const-variable.amber", "cov-fold-logical-and-const-variable", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-logical-and-constant.amber", "cov-fold-logical-and-constant", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-logical-or-constant.amber", "cov-fold-logical-or-constant", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-negate-min-int-value.amber", "cov-fold-negate-min-int-value", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-negate-variable.amber", "cov-fold-negate-variable", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-shift-gte32.amber", "cov-fold-shift-gte32", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-shift-right-arithmetic.amber", "cov-fold-shift-right-arithmetic", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-switch-udiv.amber", "cov-fold-switch-udiv", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-clamp-cmp-const-first.amber", "cov-folding-clamp-cmp-const-first", "A fragment shader that covers a specific constant folding path" },
{ "cov-folding-merge-add-sub-uniform.amber", "cov-folding-merge-add-sub-uniform", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-construct-extract.amber", "cov-folding-rules-construct-extract", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-dot-extract.amber", "cov-folding-rules-dot-extract", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-dot-no-extract.amber", "cov-folding-rules-dot-no-extract", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-merge-add-sub.amber", "cov-folding-rules-merge-add-sub", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-merge-div-mul.amber", "cov-folding-rules-merge-div-mul", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-merge-divs.amber", "cov-folding-rules-merge-divs", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-merge-mul-div.amber", "cov-folding-rules-merge-mul-div", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-merge-sub-add.amber", "cov-folding-rules-merge-sub-add", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-merge-sub-sub.amber", "cov-folding-rules-merge-sub-sub", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-merge-var-sub.amber", "cov-folding-rules-merge-var-sub", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-mix-uniform-weight.amber", "cov-folding-rules-mix-uniform-weight", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-negate-div.amber", "cov-folding-rules-negate-div", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-negate-sub.amber", "cov-folding-rules-negate-sub", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-redundant-mix.amber", "cov-folding-rules-redundant-mix", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-shuffle-extract.amber", "cov-folding-rules-shuffle-extract", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-shuffle-mix.amber", "cov-folding-rules-shuffle-mix", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-split-vector-init.amber", "cov-folding-rules-split-vector-init", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-vec-mix-uniform.amber", "cov-folding-rules-vec-mix-uniform", "A fragment shader that covers a specific instruction folding path." },
{ "cov-if-conversion-identical-branches.amber", "cov-if-conversion-identical-branches", "A fragment shader that covers a specific if condition conversion path." },
{ "cov-inc-inside-switch-and-for.amber", "cov-inc-inside-switch-and-for", "A fragment shader that covers a specific LLVM analysis code path." },
{ "cov-increment-inside-clamp.amber", "cov-increment-inside-clamp", "A fragment shader that covers specific value tracking and simplification paths" },
{ "cov-inline-pass-empty-block.amber", "cov-inline-pass-empty-block", "A fragment shader that covers a specific inlining optimization path." },
{ "cov-inline-pass-nested-loops.amber", "cov-inline-pass-nested-loops", "A fragment shader that covers a specific inlining optimization path." },
{ "cov-inline-pass-return-in-loop.amber", "cov-inline-pass-return-in-loop", "A fragment shader that covers a specific inlining optimization path." },
{ "cov-inline-pass-unreachable-func.amber", "cov-inline-pass-unreachable-func", "A fragment shader that covers a specific inlining optimization path." },
{ "cov-intervalmap-set-stop.amber", "cov-intervalmap-set-stop", "A fragment shader that covers a specific interval map code path." },
{ "cov-irbuilder-matrix-cell-uniform.amber", "cov-irbuilder-matrix-cell-uniform", "A fragment shader that covers a specific IR builder path." },
{ "cov-liveinterval-different-dest.amber", "cov-liveinterval-different-dest", "A fragment shader that covers a specific live interval code path." },
{ "cov-loop-findmsb-findlsb.amber", "cov-loop-findmsb-findlsb", "A fragment shader that covers specific simplification and value tracking paths" },
{ "cov-machinevaluetype-one-iter-loop.amber", "cov-machinevaluetype-one-iter-loop", "A fragment shader that covers a specific machine value type code path" },
{ "cov-max-clamp-same-minval.amber", "cov-max-clamp-same-minval", "A fragment shader that covers a specific instruction simplification path" },
{ "cov-mem-pass-sum-struct-members.amber", "cov-mem-pass-sum-struct-members", "A fragment shader that covers a specific mem pass code path." },
{ "cov-mem-pass-unused-component.amber", "cov-mem-pass-unused-component", "A fragment shader that covers a specific mem pass code path." },
{ "cov-merge-return-condition-twice.amber", "cov-merge-return-condition-twice", "A fragment shader that covers a specific return merge path." },
{ "cov-modf-integer-to-private.amber", "cov-modf-integer-to-private", "A fragment shader that covers a specific private to local path." },
{ "cov-pattern-match-signum.amber", "cov-pattern-match-signum", "A fragment shader that covers a specific pattern matching path." },
{ "cov-pattern-match-single-bit.amber", "cov-pattern-match-single-bit", "A fragment shader that covers a specific pattern matching path." },
{ "cov-reduce-load-replace-extract.amber", "cov-reduce-load-replace-extract", "A fragment shader that covers a specific load size reduction path." },
{ "cov-replace-copy-object.amber", "cov-replace-copy-object", "A fragment shader that covers a specific shader simplification path." },
{ "cov-scaled-number-nested-loops.amber", "cov-scaled-number-nested-loops", "A fragment shader that covers a specific scaled number code path." },
{ "cov-selection-dag-same-cond-twice.amber", "cov-selection-dag-same-cond-twice", "A fragment shader that covers a specific selection DAG code path" },
{ "cov-set-vector-cos-fragcoord.amber", "cov-set-vector-cos-fragcoord", "A fragment shader that covers a specific set vector code path." },
{ "cov-simplification-unused-struct.amber", "cov-simplification-unused-struct", "A fragment shader that covers a specific shader simplification path." },
{ "cov-simplification-while-inside-for.amber", "cov-simplification-while-inside-for", "A fragment shader that covers a specific code simplification path." },
{ "cov-simplify-clamp-max-itself.amber", "cov-simplify-clamp-max-itself", "A fragment shader that covers a specific instruction simplification code path" },
{ "cov-simplify-component-uniform-idx.amber", "cov-simplify-component-uniform-idx", "A fragment shader that covers a specific instruction simplification code path" },
{ "cov-simplify-div-by-uint-one.amber", "cov-simplify-div-by-uint-one", "A fragment shader that covers a specific instruction simplification code path" },
{ "cov-simplify-ldexp-exponent-zero.amber", "cov-simplify-ldexp-exponent-zero", "A fragment shader that covers a specific instruction simplification code path" },
{ "cov-simplify-mul-identity.amber", "cov-simplify-mul-identity", "A fragment shader that covers a specific instruction simplification code path" },
{ "cov-simplify-not-less-than-neg.amber", "cov-simplify-not-less-than-neg", "A fragment shader that covers a specific instruction simplification code path" },
{ "cov-simplify-select-fragcoord.amber", "cov-simplify-select-fragcoord", "A fragment shader that covers a specific instruction simplification code path" },
{ "cov-simplify-sign-cosh.amber", "cov-simplify-sign-cosh", "A fragment shader that covers a specific instruction simplification path" },
{ "cov-simplify-smoothstep-undef.amber", "cov-simplify-smoothstep-undef", "A fragment shader that covers a specific instruction simplification code path" },
{ "cov-single-block-elim-self-assign.amber", "cov-single-block-elim-self-assign", "A fragment shader that covers a specific single block elimination path." },
{ "cov-single-store-elim-assume-store.amber", "cov-single-store-elim-assume-store", "A fragment shader that covers a specific single store elimination path." },
{ "cov-ssa-rewrite-case-with-default.amber", "cov-ssa-rewrite-case-with-default", "A fragment shader that covers a specific SSA rewrite path." },
{ "cov-target-lowering-dfdx-cos.amber", "cov-target-lowering-dfdx-cos", "A fragment shader that covers a specific target lowering code path." },
{ "cov-types-return-in-main-never-hit.amber", "cov-types-return-in-main-never-hit", "A fragment shader that covers a specific types optimization path." },
{ "cov-val-cfg-case-fallthrough.amber", "cov-val-cfg-case-fallthrough", "A fragment shader that covers a specific shader validation path." },
{ "cov-value-tracking-const-dfdy.amber", "cov-value-tracking-const-dfdy", "A fragment shader that covers a specific value tracking code path" },
{ "cov-value-tracking-inclusive-or.amber", "cov-value-tracking-inclusive-or", "A fragment shader that covers a specific value tracking path" },
{ "cov-value-tracking-uniform-incident.amber", "cov-value-tracking-uniform-incident", "A fragment shader that covers a specific value tracking code path" },
{ "cov-vector-dce-inc-unused-comp.amber", "cov-vector-dce-inc-unused-comp", "A fragment shader that covers a specific vector DCE path." },
{ "cov-vector-dce-unused-component.amber", "cov-vector-dce-unused-component", "A fragment shader that covers a specific vector DCE path." },
{ "cov-vector-log2-cosh.amber", "cov-vector-log2-cosh", "A fragment shader that covers a specific vector log2 and cosh code path." },
{ "cov-wrap-op-kill-for-loop.amber", "cov-wrap-op-kill-for-loop", "A fragment shader that covers a specific OpKill wrapping code path" },
{ "cov-wrap-op-kill-two-branches.amber", "cov-wrap-op-kill-two-branches", "A fragment shader that covers a specific OpKill wrapping path." },
{ "create-color-in-do-while-for-loop.amber", "create-color-in-do-while-for-loop", "A fragment shader that creates the color inside two loops" },
{ "dead-barriers-in-loops.amber", "dead-barriers-in-loops", "A compute shader with dead barriers" },
{ "dead-struct-init.amber", "dead-struct-init", "A fragment shader that uses struct initializers" },
{ "disc-and-add-in-func-in-loop.amber", "disc-and-add-in-func-in-loop", "A fragment shader with discard and add in function in loop" },
{ "discard-continue-return.amber", "discard-continue-return", "A fragment shader with a discard, continue, and return" },
{ "discard-in-array-manipulating-loop.amber", "discard-in-array-manipulating-loop", "An array-manipulating fragment shader with a discard" },
{ "discard-in-loop.amber", "discard-in-loop", "A shader with a discard in a loop" },
{ "discard-in-loop-in-function.amber", "discard-in-loop-in-function", "A shader with a discard nested in a loop in a function" },
{ "discards-in-control-flow.amber", "discards-in-control-flow", "A fragment shader with discards in loops and conditionals" },
{ "do-while-false-loops.amber", "do-while-false-loops", "Code wrapped in nested single iteration loops" },
{ "do-while-loop-in-conditionals.amber", "do-while-loop-in-conditionals", "A fragment shader with do-while loop in conditional nest" },
{ "do-while-with-always-true-if.amber", "do-while-with-always-true-if", "A fragment shader with a do while that always returns" },
{ "do-while-with-if-condition.amber", "do-while-with-if-condition", "A fragment shader that has nested if condition in do while" },
{ "early-return-and-barrier.amber", "early-return-and-barrier", "A compute shader with an early return and a barrier" },
{ "find-msb-from-lsb.amber", "find-msb-from-lsb", "A fragment shader that finds MSB from LSB" },
{ "for-condition-always-false.amber", "for-condition-always-false", "A fragment shader that uses a for loop with condition always false" },
{ "for-loop-with-return.amber", "for-loop-with-return", "A fragment shader with a for loop that loops only once" },
{ "for-with-ifs-and-return.amber", "for-with-ifs-and-return", "A fragment shader with two ifs and return/continue inside a for loop" },
{ "frag-coord-func-call-and-ifs.amber", "frag-coord-func-call-and-ifs", "A fragment shader with many uses of gl_FragCoord" },
{ "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" },
{ "function-with-float-comparison.amber", "function-with-float-comparison", "A fragment shader that compares a float and a coordinate" },
{ "function-with-uniform-return.amber", "function-with-uniform-return", "A fragment shader with uniform value as a return" },
{ "global-array-loops.amber", "global-array-loops", "A loop that writes then reads a global array" },
{ "if-and-switch.amber", "if-and-switch", "A fragment shader with a switch and some data flow" },
{ "increment-value-in-nested-for-loop.amber", "increment-value-in-nested-for-loop", "A frag. shader that increments a value in nested for loop" },
{ "injection-switch-as-comparison.amber", "injection-switch-as-comparison", "A fragment shader with uniform comparison in loop" },
{ "int-mat2-struct.amber", "int-mat2-struct", "Fragment shader using (int, mat2) struct" },
{ "loop-call-discard.amber", "loop-call-discard", "A fragment shader with nested loops and a function call" },
{ "loop-dead-if-loop.amber", "loop-dead-if-loop", "A fragment shader with a loop, dead if, and a loop" },
{ "loop-nested-ifs.amber", "loop-nested-ifs", "A fragment shader with a for loop containing nested ifs" },
{ "loops-breaks-returns.amber", "loops-breaks-returns", "A compute shader with loops, breaks, returns" },
{ "loops-ifs-continues-call.amber", "loops-ifs-continues-call", "A fragment shader with nested control flow and a call" },
{ "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" },
{ "mat-mul-in-loop.amber", "mat-mul-in-loop", "Shader with matrix multiplication in loop" },
{ "matrices-and-return-in-loop.amber", "matrices-and-return-in-loop", "A fragment shader with matrices and a return in a loop" },
{ "max-mix-conditional-discard.amber", "max-mix-conditional-discard", "A fragment shader with an expression used in two discard guards" },
{ "mix-floor-add.amber", "mix-floor-add", "A fragment shader with mix, uintBitsToFloat, and floor" },
{ "modf-gl-color.amber", "modf-gl-color", "A fragment shader with modf of gl color" },
{ "modf-temp-modf-color.amber", "modf-temp-modf-color", "A fragment shader that calls modf twice, once with color" },
{ "nested-for-break-mat-color.amber", "nested-for-break-mat-color", "Two nested for loops modify a mat4 then writes red" },
{ "nested-for-loops-switch-fallthrough.amber", "nested-for-loops-switch-fallthrough", "A fragment shader with few nested loops with fallthrough" },
{ "nested-for-loops-with-return.amber", "nested-for-loops-with-return", "A fragment shader with two nested for loops with return" },
{ "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" },
{ "nested-loops-switch.amber", "nested-loops-switch", "A fragment shader with nested loops and a switch" },
{ "nested-switch-break-discard.amber", "nested-switch-break-discard", "Nested switches with break and discard" },
{ "one-sized-array.amber", "one-sized-array", "A fragment shader that uses a struct with an array of size one" },
{ "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" },
{ "return-inside-loop-in-function.amber", "return-inside-loop-in-function", "A fragment shader with return inside loop" },
{ "return-mat2x3-value-from-func.amber", "return-mat2x3-value-from-func", "A fragment shader that has a function with mat2x3" },
{ "returned-boolean-in-vector.amber", "returned-boolean-in-vector", "A fragment shader with returned boolean in vector" },
{ "set-color-in-one-iteration-while-loop.amber", "set-color-in-one-iteration-while-loop", "A frag shader that sets the color in one iter while loop" },
{ "similar-nested-ifs.amber", "similar-nested-ifs", "A fragment shader with similar nested ifs and loops" },
{ "smoothstep-after-loop.amber", "smoothstep-after-loop", "Fragment shader with 1-iteration loop and smoothstep" },
{ "stable-binarysearch-tree-with-loop-read-write-global.amber", "stable-binarysearch-tree-with-loop-read-write-global", "A pair of fragment shaders that both render red" },
{ "struct-and-unreachable-infinite-loop.amber", "struct-and-unreachable-infinite-loop", "Fragment shader with struct and unreachable infinite loop" },
{ "struct-array-data-as-loop-iterator.amber", "struct-array-data-as-loop-iterator", "A fragment shader that uses struct array data for loop iterator value" },
{ "struct-controlled-loop.amber", "struct-controlled-loop", "Shader with loop controlled by struct" },
{ "struct-used-as-temporary.amber", "struct-used-as-temporary", "A fragment shader that uses a temporary struct variable" },
{ "switch-case-with-undefined-expression.amber", "switch-case-with-undefined-expression", "A fragment shader with undefined expression" },
{ "switch-if-discard.amber", "switch-if-discard", "A fragment shader with a switch, if, and discard" },
{ "switch-inside-while-always-return.amber", "switch-inside-while-always-return", "A fragment shader with a switch inside while always return" },
{ "switch-loop-switch-if.amber", "switch-loop-switch-if", "A nested switch-loop-switch" },
{ "switch-with-empty-if-false.amber", "switch-with-empty-if-false", "A fragment shader with always false if in switch statement" },
{ "switch-with-fall-through-cases.amber", "switch-with-fall-through-cases", "A fragment shader with switch cases that fall through" },
{ "swizzle-struct-init-min.amber", "swizzle-struct-init-min", "A fragment shader that uses vector swizzles, struct initializers, and min" },
{ "texel_offset.amber", "texel_offset", "A fragment shader that uses texture loads with an offset specified" },
{ "transpose-rectangular-matrix.amber", "transpose-rectangular-matrix", "Fragment shader that uses 'transpose'" },
{ "two-2-iteration-loops.amber", "two-2-iteration-loops", "Fragment shader with pair of outer loops" },
{ "two-for-loops-with-barrier-function.amber", "two-for-loops-with-barrier-function", "A compute shader with two barrier functions" },
{ "two-loops-mat-add.amber", "two-loops-mat-add", "A fragment shader with two for loops over a global matrix" },
{ "two-loops-matrix.amber", "two-loops-matrix", "A fragment shader with two loops and some matrices" },
{ "two-loops-set-struct.amber", "two-loops-set-struct", "A fragment shader with two loops that write to a struct" },
{ "two-loops-with-break.amber", "two-loops-with-break", "A fragment shader with two loops with breaks" },
{ "two-nested-do-whiles.amber", "two-nested-do-whiles", "A fragment shader with nested do while" },
{ "two-nested-for-loops-with-returns.amber", "two-nested-for-loops-with-returns", "A compute shader with two nested for loops" },
{ "two-nested-infinite-loops-discard.amber", "two-nested-infinite-loops-discard", "A fragment shader with an always false if function" },
{ "undefined-integer-in-function.amber", "undefined-integer-in-function", "A fragment shader with nested do while and undefined int" },
{ "uninit-element-cast-in-loop.amber", "uninit-element-cast-in-loop", "A fragment shader with uninitialized element cast in loop" },
{ "uninitialized-var-decrement-and-add.amber", "uninitialized-var-decrement-and-add", "A fragment shader that uses an uninitialized variable" },
{ "undefined-assign-in-infinite-loop.amber", "undefined-assign-in-infinite-loop", "A fragment shader with uninitialized read in infinite loop" },
{ "unreachable-barrier-in-loops.amber", "unreachable-barrier-in-loops", "A compute shader with an unreachable barrier in a loop nest" },
{ "unreachable-continue-statement.amber", "unreachable-continue-statement", "A fragment shader with unreachable continue statement" },
{ "unreachable-discard-statement-in-if.amber", "unreachable-discard-statement-in-if", "A fragment shader with discard keyword and a return" },
{ "unreachable-discard-statement.amber", "unreachable-discard-statement", "A fragment shader with unreachable discard statement" },
{ "unreachable-loops.amber", "unreachable-loops", "Fragment shader that writes red despite unreachable loops" },
{ "unreachable-loops-in-switch.amber", "unreachable-loops-in-switch", "A fragment shader with unreachable loops in a switch" },
{ "unreachable-return-in-loop.amber", "unreachable-return-in-loop", "A fragment shader with an unreachable return in a loop" },
{ "unreachable-switch-case-with-discards.amber", "unreachable-switch-case-with-discards", "A shader with a switch statement containing unreachable discards" },
{ "uv-value-comparison-as-boolean.amber", "uv-value-comparison-as-boolean", "A fragment shader with uv value comparison as boolean" },
{ "vector-values-multiplied-by-fragcoord.amber", "vector-values-multiplied-by-fragcoord", "A shader that multiplies a vector by fragcoord" },
{ "vectors-and-discard-in-function.amber", "vectors-and-discard-in-function", "A fragment shader that assigns vector values" },
{ "while-function-always-false.amber", "while-function-always-false", "A fragment shader with an always false while function" },
{ "while-inside-switch.amber", "while-inside-switch", "A fragment shader that uses a while loop inside a switch" },
{ "write-before-break.amber", "write-before-break", "Fragment shader that writes red before loop break" },
{ "write-red-in-loop-nest.amber", "write-red-in-loop-nest", "A fragment shader that writes red in a nest of loops" },
{ "wrong-color-in-always-false-if.amber", "wrong-color-in-always-false-if", "A fragment shader with wrong color write in false if" },