--- /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 an expression used in two discard guards
+
+# The test passes because most of the code never executes; the shader just writes the color red.
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+# precision highp int;
+#
+# layout(set = 0, binding = 0) uniform buf0
+# {
+# vec2 injectionSwitch;
+# };
+# layout(location = 0) out vec4 _GLF_color;
+#
+# mediump vec4 gv;
+#
+# void main()
+# {
+# if (injectionSwitch.x > 2.0) // always false
+# {
+# int temp = int(max(mix(vec4(1.0), vec4(1.0), gv), 8.6)[1]);
+#
+# if (temp < 150)
+# {
+# discard;
+# }
+#
+# if (temp < 180)
+# {
+# discard;
+# }
+# }
+# _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: 54
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %51
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %8 "buf0"
+ OpMemberName %8 0 "injectionSwitch"
+ OpName %10 ""
+ OpName %24 "temp"
+ OpName %29 "gv"
+ OpName %51 "_GLF_color"
+ OpMemberDecorate %8 0 Offset 0
+ OpDecorate %8 Block
+ OpDecorate %10 DescriptorSet 0
+ OpDecorate %10 Binding 0
+ OpDecorate %29 RelaxedPrecision
+ OpDecorate %30 RelaxedPrecision
+ OpDecorate %31 RelaxedPrecision
+ OpDecorate %33 RelaxedPrecision
+ OpDecorate %34 RelaxedPrecision
+ OpDecorate %36 RelaxedPrecision
+ OpDecorate %51 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 2
+ %8 = OpTypeStruct %7
+ %9 = OpTypePointer Uniform %8
+ %10 = OpVariable %9 Uniform
+ %11 = OpTypeInt 32 1
+ %12 = OpConstant %11 0
+ %13 = OpTypeInt 32 0
+ %14 = OpConstant %13 0
+ %15 = OpTypePointer Uniform %6
+ %18 = OpConstant %6 2
+ %19 = OpTypeBool
+ %23 = OpTypePointer Function %11
+ %25 = OpTypeVector %6 4
+ %26 = OpConstant %6 1
+ %27 = OpConstantComposite %25 %26 %26 %26 %26
+ %28 = OpTypePointer Private %25
+ %29 = OpVariable %28 Private
+ %32 = OpConstant %6 8.60000038
+ %35 = OpConstant %13 1
+ %39 = OpConstant %11 150
+ %45 = OpConstant %11 180
+ %50 = OpTypePointer Output %25
+ %51 = OpVariable %50 Output
+ %52 = OpConstant %6 0
+ %53 = OpConstantComposite %25 %26 %52 %52 %26
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %24 = OpVariable %23 Function
+ %16 = OpAccessChain %15 %10 %12 %14
+ %17 = OpLoad %6 %16
+ %20 = OpFOrdGreaterThan %19 %17 %18
+ OpSelectionMerge %22 None
+ OpBranchConditional %20 %21 %22
+ %21 = OpLabel
+ %30 = OpLoad %25 %29
+ %31 = OpExtInst %25 %1 FMix %27 %27 %30
+ %33 = OpCompositeConstruct %25 %32 %32 %32 %32
+ %34 = OpExtInst %25 %1 FMax %31 %33
+ %36 = OpCompositeExtract %6 %34 1
+ %37 = OpConvertFToS %11 %36
+ OpStore %24 %37
+ %38 = OpLoad %11 %24
+ %40 = OpSLessThan %19 %38 %39
+ OpSelectionMerge %42 None
+ OpBranchConditional %40 %41 %42
+ %41 = OpLabel
+ OpKill
+ %42 = OpLabel
+ %44 = OpLoad %11 %24
+ %46 = OpSLessThan %19 %44 %45
+ OpSelectionMerge %48 None
+ OpBranchConditional %46 %47 %48
+ %47 = OpLabel
+ OpKill
+ %48 = OpLabel
+ OpBranch %22
+ %22 = OpLabel
+ OpStore %51 %53
+ 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
{ "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" },
{ "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" },
{ "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" },
{ "pow-vec4.amber", "pow-vec4", "A fragment shader that uses pow" },
{ "return-in-loop-in-function.amber", "return-in-loop-in-function", "A fragment shader with early return from loop in function" },