--- /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 shader with a discard nested in a loop in a function
+
+# The test passes because the discard is always reached, so we end up with the background color, black.
+
+# Optimized using spirv-opt with the following arguments:
+# '--simplify-instructions'
+# '--eliminate-dead-inserts'
+# '--redundancy-elimination'
+# '--inline-entry-points-exhaustive'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# '--convert-local-access-chains'
+# '--convert-local-access-chains'
+# '--eliminate-dead-code-aggressive'
+# '--eliminate-local-single-store'
+# '--if-conversion'
+# '--simplify-instructions'
+# spirv-opt commit hash: 6b072126595dd8c2448eb1fda616251c5e6d7079
+
+
+
+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;
+#
+# layout(set = 0, binding = 0) uniform buf0 {
+# vec2 injectionSwitch;
+# };
+# void f()
+# {
+# do
+# {
+# if(1.0 > injectionSwitch.y)
+# {
+# if(gl_FragCoord.y < 0.0)
+# {
+# }
+# continue;
+# }
+# discard;
+# }
+# while(false);
+# }
+# void main()
+# {
+# f();
+# _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: 47
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %31 %44
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %6 "f("
+ OpName %15 "buf0"
+ OpMemberName %15 0 "injectionSwitch"
+ OpName %17 ""
+ OpName %31 "gl_FragCoord"
+ OpName %44 "_GLF_color"
+ OpMemberDecorate %15 0 Offset 0
+ OpDecorate %15 Block
+ OpDecorate %17 DescriptorSet 0
+ OpDecorate %17 Binding 0
+ OpDecorate %31 BuiltIn FragCoord
+ OpDecorate %44 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %12 = OpTypeFloat 32
+ %13 = OpConstant %12 1
+ %14 = OpTypeVector %12 2
+ %15 = OpTypeStruct %14
+ %16 = OpTypePointer Uniform %15
+ %17 = OpVariable %16 Uniform
+ %18 = OpTypeInt 32 1
+ %19 = OpConstant %18 0
+ %20 = OpTypeInt 32 0
+ %21 = OpConstant %20 1
+ %22 = OpTypePointer Uniform %12
+ %25 = OpTypeBool
+ %29 = OpTypeVector %12 4
+ %30 = OpTypePointer Input %29
+ %31 = OpVariable %30 Input
+ %32 = OpTypePointer Input %12
+ %35 = OpConstant %12 0
+ %41 = OpConstantFalse %25
+ %43 = OpTypePointer Output %29
+ %44 = OpVariable %43 Output
+ %45 = OpConstantComposite %29 %13 %35 %35 %13
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %42 = OpFunctionCall %2 %6
+ OpStore %44 %45
+ OpReturn
+ OpFunctionEnd
+ %6 = OpFunction %2 None %3
+ %7 = OpLabel
+ OpBranch %8
+ %8 = OpLabel
+ OpLoopMerge %10 %38 None
+ OpBranch %9
+ %9 = OpLabel
+ %23 = OpAccessChain %22 %17 %19 %21
+ %24 = OpLoad %12 %23
+ %26 = OpFOrdGreaterThan %25 %13 %24
+ OpSelectionMerge %28 None
+ OpBranchConditional %26 %27 %28
+ %27 = OpLabel
+ %33 = OpAccessChain %32 %31 %21
+ %34 = OpLoad %12 %33
+ %36 = OpFOrdLessThan %25 %34 %35
+ OpSelectionMerge %46 None
+ OpBranchConditional %36 %37 %38
+ %37 = OpLabel
+ OpBranch %38
+ %46 = OpLabel
+ OpBranch %38
+ %38 = OpLabel
+ OpBranchConditional %41 %8 %10
+ %28 = OpLabel
+ OpKill
+ %10 = OpLabel
+ 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 0 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" },
+{ "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-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" },