--- /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 discards in loops and conditionals
+
+# The test passes because the fragment shader writes a red pixel, and then
+# terminates without further output manipulation (the discards are not
+# dynamically reachable)
+
+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(void)
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# if(int(gl_FragCoord.x) < 2000) {
+# } else {
+# for(int ll = 0; ; ll++) {
+# if(gl_FragCoord.x < 0.0) {
+# discard;
+# }
+# if(ll >= 5) {
+# break;
+# }
+# }
+# if(int(gl_FragCoord.x) >= 2000) {
+# discard;
+# }
+# }
+# }
+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" %9 %14
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "_GLF_color"
+ OpName %14 "gl_FragCoord"
+ OpName %29 "ll"
+ OpDecorate %9 Location 0
+ OpDecorate %14 BuiltIn FragCoord
+ OpDecorate %29 RelaxedPrecision
+ OpDecorate %41 RelaxedPrecision
+ OpDecorate %47 RelaxedPrecision
+ OpDecorate %49 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 = OpTypePointer Input %7
+ %14 = OpVariable %13 Input
+ %15 = OpTypeInt 32 0
+ %16 = OpConstant %15 0
+ %17 = OpTypePointer Input %6
+ %20 = OpTypeInt 32 1
+ %22 = OpConstant %20 2000
+ %23 = OpTypeBool
+ %28 = OpTypePointer Function %20
+ %30 = OpConstant %20 0
+ %42 = OpConstant %20 5
+ %48 = OpConstant %20 1
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %29 = OpVariable %28 Function
+ OpStore %9 %12
+ %18 = OpAccessChain %17 %14 %16
+ %19 = OpLoad %6 %18
+ %21 = OpConvertFToS %20 %19
+ %24 = OpSLessThan %23 %21 %22
+ OpSelectionMerge %26 None
+ OpBranchConditional %24 %25 %27
+ %25 = OpLabel
+ OpBranch %26
+ %27 = OpLabel
+ OpStore %29 %30
+ OpBranch %31
+ %31 = OpLabel
+ OpLoopMerge %33 %34 None
+ OpBranch %32
+ %32 = OpLabel
+ %35 = OpAccessChain %17 %14 %16
+ %36 = OpLoad %6 %35
+ %37 = OpFOrdLessThan %23 %36 %11
+ OpSelectionMerge %39 None
+ OpBranchConditional %37 %38 %39
+ %38 = OpLabel
+ OpKill
+ %39 = OpLabel
+ %41 = OpLoad %20 %29
+ %43 = OpSGreaterThanEqual %23 %41 %42
+ OpSelectionMerge %45 None
+ OpBranchConditional %43 %44 %45
+ %44 = OpLabel
+ OpBranch %33
+ %45 = OpLabel
+ OpBranch %34
+ %34 = OpLabel
+ %47 = OpLoad %20 %29
+ %49 = OpIAdd %20 %47 %48
+ OpStore %29 %49
+ OpBranch %31
+ %33 = OpLabel
+ %50 = OpAccessChain %17 %14 %16
+ %51 = OpLoad %6 %50
+ %52 = OpConvertFToS %20 %51
+ %53 = OpSGreaterThanEqual %23 %52 %22
+ OpSelectionMerge %55 None
+ OpBranchConditional %53 %54 %55
+ %54 = OpLabel
+ OpKill
+ %55 = OpLabel
+ OpBranch %26
+ %26 = 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
{ "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" },
+{ "discards-in-control-flow.amber", "discards-in-control-flow", "A fragment shader with discards in loops and conditionals" },
{ "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" },
{ "early-return-and-barrier.amber", "early-return-and-barrier", "A compute shader with an early return and a barrier" },