--- /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: An array-manipulating fragment shader with a discard
+
+# The test passes because the discard is not dynamically reachable, and
+# data[0] ends up with the value 1.0 after the loop so that red is
+# rendered
+
+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()
+# {
+# float data[10] = float[](0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1.0);
+# for(int i = 0; i < 10; i++) {
+# if(gl_FragCoord.x < 0.0) {
+# discard;
+# }
+# data[0] = data[i];
+# }
+# _GLF_color = vec4(data[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: 61
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %38 %57
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %11 "data"
+ OpName %25 "i"
+ OpName %38 "gl_FragCoord"
+ OpName %57 "_GLF_color"
+ OpDecorate %25 RelaxedPrecision
+ OpDecorate %32 RelaxedPrecision
+ OpDecorate %38 BuiltIn FragCoord
+ OpDecorate %48 RelaxedPrecision
+ OpDecorate %53 RelaxedPrecision
+ OpDecorate %55 RelaxedPrecision
+ OpDecorate %57 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeInt 32 0
+ %8 = OpConstant %7 10
+ %9 = OpTypeArray %6 %8
+ %10 = OpTypePointer Function %9
+ %12 = OpConstant %6 0.100000001
+ %13 = OpConstant %6 0.200000003
+ %14 = OpConstant %6 0.300000012
+ %15 = OpConstant %6 0.400000006
+ %16 = OpConstant %6 0.5
+ %17 = OpConstant %6 0.600000024
+ %18 = OpConstant %6 0.699999988
+ %19 = OpConstant %6 0.800000012
+ %20 = OpConstant %6 0.899999976
+ %21 = OpConstant %6 1
+ %22 = OpConstantComposite %9 %12 %13 %14 %15 %16 %17 %18 %19 %20 %21
+ %23 = OpTypeInt 32 1
+ %24 = OpTypePointer Function %23
+ %26 = OpConstant %23 0
+ %33 = OpConstant %23 10
+ %34 = OpTypeBool
+ %36 = OpTypeVector %6 4
+ %37 = OpTypePointer Input %36
+ %38 = OpVariable %37 Input
+ %39 = OpConstant %7 0
+ %40 = OpTypePointer Input %6
+ %43 = OpConstant %6 0
+ %49 = OpTypePointer Function %6
+ %54 = OpConstant %23 1
+ %56 = OpTypePointer Output %36
+ %57 = OpVariable %56 Output
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %11 = OpVariable %10 Function
+ %25 = OpVariable %24 Function
+ OpStore %11 %22
+ OpStore %25 %26
+ OpBranch %27
+ %27 = OpLabel
+ OpLoopMerge %29 %30 None
+ OpBranch %31
+ %31 = OpLabel
+ %32 = OpLoad %23 %25
+ %35 = OpSLessThan %34 %32 %33
+ OpBranchConditional %35 %28 %29
+ %28 = OpLabel
+ %41 = OpAccessChain %40 %38 %39
+ %42 = OpLoad %6 %41
+ %44 = OpFOrdLessThan %34 %42 %43
+ OpSelectionMerge %46 None
+ OpBranchConditional %44 %45 %46
+ %45 = OpLabel
+ OpKill
+ %46 = OpLabel
+ %48 = OpLoad %23 %25
+ %50 = OpAccessChain %49 %11 %48
+ %51 = OpLoad %6 %50
+ %52 = OpAccessChain %49 %11 %26
+ OpStore %52 %51
+ OpBranch %30
+ %30 = OpLabel
+ %53 = OpLoad %23 %25
+ %55 = OpIAdd %23 %53 %54
+ OpStore %25 %55
+ OpBranch %27
+ %29 = OpLabel
+ %58 = OpAccessChain %49 %11 %26
+ %59 = OpLoad %6 %58
+ %60 = OpCompositeConstruct %36 %59 %43 %43 %21
+ OpStore %57 %60
+ 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
{ "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" },
{ "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" },