--- /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 in a loop
+
+# The test passes because the discard is always reached, so the background colour will remain black.
+
+# Optimized using spirv-opt with the following arguments:
+# '-O'
+# 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;
+#
+# precision highp int;
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# void main()
+# {
+# for(int i = 0; i < 10; i++)
+# {
+# if(gl_FragCoord.y < 0.0)
+# {
+# if(gl_FragCoord.x < 0.0)
+# {
+# break;
+# }
+# continue;
+# }
+# 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: 64
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %22 %45
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %22 "gl_FragCoord"
+ OpName %45 "_GLF_color"
+ OpDecorate %22 BuiltIn FragCoord
+ OpDecorate %45 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeInt 32 1
+ %9 = OpConstant %6 0
+ %16 = OpConstant %6 10
+ %17 = OpTypeBool
+ %19 = OpTypeFloat 32
+ %20 = OpTypeVector %19 4
+ %21 = OpTypePointer Input %20
+ %22 = OpVariable %21 Input
+ %23 = OpTypeInt 32 0
+ %24 = OpConstant %23 1
+ %25 = OpTypePointer Input %19
+ %28 = OpConstant %19 0
+ %32 = OpConstant %23 0
+ %42 = OpConstant %6 1
+ %44 = OpTypePointer Output %20
+ %45 = OpVariable %44 Output
+ %46 = OpConstant %19 1
+ %47 = OpConstantComposite %20 %46 %28 %28 %46
+ %55 = OpConstantFalse %17
+ %58 = OpConstantTrue %17
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ OpBranch %52
+ %52 = OpLabel
+ OpLoopMerge %51 %54 None
+ OpBranch %10
+ %10 = OpLabel
+ %61 = OpPhi %6 %9 %52 %43 %37
+ %18 = OpSLessThan %17 %61 %16
+ OpLoopMerge %12 %37 None
+ OpBranchConditional %18 %11 %12
+ %11 = OpLabel
+ %26 = OpAccessChain %25 %22 %24
+ %27 = OpLoad %19 %26
+ %29 = OpFOrdLessThan %17 %27 %28
+ OpSelectionMerge %31 None
+ OpBranchConditional %29 %30 %31
+ %30 = OpLabel
+ %33 = OpAccessChain %25 %22 %32
+ %34 = OpLoad %19 %33
+ %35 = OpFOrdLessThan %17 %34 %28
+ OpSelectionMerge %63 None
+ OpBranchConditional %35 %36 %37
+ %36 = OpLabel
+ OpBranch %12
+ %63 = OpLabel
+ OpBranch %37
+ %37 = OpLabel
+ %43 = OpIAdd %6 %61 %42
+ OpBranch %10
+ %31 = OpLabel
+ %50 = OpFunctionCall %2 %48
+ OpBranch %12
+ %12 = OpLabel
+ %62 = OpPhi %17 %55 %10 %55 %36 %58 %31
+ OpSelectionMerge %59 None
+ OpBranchConditional %62 %51 %59
+ %59 = OpLabel
+ OpStore %45 %47
+ OpBranch %51
+ %54 = OpLabel
+ OpBranch %52
+ %51 = OpLabel
+ OpReturn
+ OpFunctionEnd
+ %48 = OpFunction %2 None %3
+ %49 = OpLabel
+ OpKill
+ OpFunctionEnd
+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
+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.amber", "discard-in-loop", "A shader with a discard in a loop" },
{ "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" },