--- /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 discard, continue, and return
+
+# The test passes because main always writes the color red.
+
+# Optimized using spirv-opt with the following arguments:
+# '-O'
+# spirv-opt commit hash: 06407250a169c6a03b3765e86619075af1a8c187
+
+
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+#
+# layout(set = 0, binding = 0) uniform buf0 {
+# vec2 injectionSwitch;
+# };
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# vec3 mand()
+# {
+# do
+# {
+# if(gl_FragCoord.x < 0.0)
+# {
+# if(1.0 > injectionSwitch.y)
+# {
+# discard;
+# }
+# continue;
+# }
+# return vec3(1.0);
+# }
+# while(false);
+# return vec3(1.0);
+# }
+# void main()
+# {
+# mand();
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 95
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %17 %51
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %17 "gl_FragCoord"
+ OpName %30 "buf0"
+ OpMemberName %30 0 "injectionSwitch"
+ OpName %32 ""
+ OpName %51 "_GLF_color"
+ OpDecorate %17 BuiltIn FragCoord
+ OpMemberDecorate %30 0 Offset 0
+ OpDecorate %30 Block
+ OpDecorate %32 DescriptorSet 0
+ OpDecorate %32 Binding 0
+ OpDecorate %51 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %15 = OpTypeVector %6 4
+ %16 = OpTypePointer Input %15
+ %17 = OpVariable %16 Input
+ %18 = OpTypeInt 32 0
+ %19 = OpConstant %18 0
+ %20 = OpTypePointer Input %6
+ %23 = OpConstant %6 0
+ %24 = OpTypeBool
+ %28 = OpConstant %6 1
+ %29 = OpTypeVector %6 2
+ %30 = OpTypeStruct %29
+ %31 = OpTypePointer Uniform %30
+ %32 = OpVariable %31 Uniform
+ %33 = OpTypeInt 32 1
+ %34 = OpConstant %33 0
+ %35 = OpConstant %18 1
+ %36 = OpTypePointer Uniform %6
+ %46 = OpConstantFalse %24
+ %50 = OpTypePointer Output %15
+ %51 = OpVariable %50 Output
+ %52 = OpConstantComposite %15 %28 %23 %23 %28
+ %65 = OpConstantTrue %24
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ OpBranch %71
+ %71 = OpLabel
+ OpLoopMerge %72 %73 None
+ OpBranch %75
+ %75 = OpLabel
+ OpLoopMerge %76 %87 None
+ OpBranch %78
+ %78 = OpLabel
+ %79 = OpAccessChain %20 %17 %19
+ %80 = OpLoad %6 %79
+ %81 = OpFOrdLessThan %24 %80 %23
+ OpSelectionMerge %82 None
+ OpBranchConditional %81 %83 %82
+ %83 = OpLabel
+ %84 = OpAccessChain %36 %32 %34 %35
+ %85 = OpLoad %6 %84
+ %86 = OpFOrdGreaterThan %24 %28 %85
+ OpSelectionMerge %87 None
+ OpBranchConditional %86 %88 %87
+ %88 = OpLabel
+ OpKill
+ %87 = OpLabel
+ OpBranchConditional %46 %75 %76
+ %82 = OpLabel
+ OpBranch %76
+ %76 = OpLabel
+ %94 = OpPhi %24 %65 %82 %46 %87
+ OpSelectionMerge %91 None
+ OpBranchConditional %94 %72 %91
+ %91 = OpLabel
+ OpBranch %72
+ %73 = OpLabel
+ OpBranch %71
+ %72 = OpLabel
+ OpStore %51 %52
+ 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
{ "control-flow-switch.amber", "control-flow-switch", "A fragment shader with somewhat complex control flow and a switch" },
{ "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" },
+ { "discard-continue-return.amber", "discard-continue-return", "A fragment shader with a discard, continue, and return" },
{ "do-while-loop-in-conditionals.amber", "do-while-loop-in-conditionals", "A fragment shader with do-while loop in conditional nest" },
{ "early-return-and-barrier.amber", "early-return-and-barrier", "A compute shader with an early return and a barrier" },
{ "for-condition-always-false.amber", "for-condition-always-false", "A fragment shader that uses a for loop with condition always false" },