--- /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 discard keyword and a return
+
+# The test passes because main always writes the color red; the discard statement is unreachable.
+
+# Optimized using spirv-opt with the following arguments:
+# '--eliminate-dead-branches'
+# '--merge-return'
+# '--eliminate-dead-branches'
+# '--merge-blocks'
+# spirv-opt commit hash: 230c9e437146e48ec58adb4433890403c23c98fa
+
+
+
+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;
+# };
+#
+# vec3 computePoint()
+# {
+# if (injectionSwitch.x > injectionSwitch.y) // always false
+# {
+# discard;
+# return vec3(1.0);
+# }
+# }
+# void main()
+# {
+#
+# computePoint();
+# if (false)
+# {
+# }
+# if (gl_FragCoord.x < 0.0)
+# {
+# return;
+# }
+# computePoint();
+#
+# _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: 60
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %40 %51
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "computePoint("
+ OpName %12 "buf0"
+ OpMemberName %12 0 "injectionSwitch"
+ OpName %14 ""
+ OpName %40 "gl_FragCoord"
+ OpName %51 "_GLF_color"
+ OpMemberDecorate %12 0 Offset 0
+ OpDecorate %12 Block
+ OpDecorate %14 DescriptorSet 0
+ OpDecorate %14 Binding 0
+ OpDecorate %40 BuiltIn FragCoord
+ OpDecorate %51 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 3
+ %8 = OpTypeFunction %7
+ %11 = OpTypeVector %6 2
+ %12 = OpTypeStruct %11
+ %13 = OpTypePointer Uniform %12
+ %14 = OpVariable %13 Uniform
+ %15 = OpTypeInt 32 1
+ %16 = OpConstant %15 0
+ %17 = OpTypeInt 32 0
+ %18 = OpConstant %17 0
+ %19 = OpTypePointer Uniform %6
+ %22 = OpConstant %17 1
+ %25 = OpTypeBool
+ %30 = OpConstant %6 1
+ %31 = OpConstantComposite %7 %30 %30 %30
+ %35 = OpConstantFalse %25
+ %38 = OpTypeVector %6 4
+ %39 = OpTypePointer Input %38
+ %40 = OpVariable %39 Input
+ %41 = OpTypePointer Input %6
+ %44 = OpConstant %6 0
+ %50 = OpTypePointer Output %38
+ %51 = OpVariable %50 Output
+ %52 = OpConstantComposite %38 %30 %44 %44 %30
+ %57 = OpTypePointer Function %25
+ %59 = OpConstantTrue %25
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %58 = OpVariable %57 Function %35
+ OpBranch %54
+ %54 = OpLabel
+ %34 = OpFunctionCall %7 %9
+ OpLoopMerge %53 %56 None
+ OpBranch %37
+ %37 = OpLabel
+ %42 = OpAccessChain %41 %40 %18
+ %43 = OpLoad %6 %42
+ %45 = OpFOrdLessThan %25 %43 %44
+ OpSelectionMerge %47 None
+ OpBranchConditional %45 %46 %47
+ %46 = OpLabel
+ OpStore %58 %59
+ OpBranch %53
+ %47 = OpLabel
+ %49 = OpFunctionCall %7 %9
+ OpStore %51 %52
+ OpStore %58 %59
+ OpBranch %53
+ %56 = OpLabel
+ OpBranch %54
+ %53 = OpLabel
+ OpReturn
+ OpFunctionEnd
+ %9 = OpFunction %7 None %8
+ %10 = OpLabel
+ %20 = OpAccessChain %19 %14 %16 %18
+ %21 = OpLoad %6 %20
+ %23 = OpAccessChain %19 %14 %16 %22
+ %24 = OpLoad %6 %23
+ %26 = OpFOrdGreaterThan %25 %21 %24
+ OpSelectionMerge %28 None
+ OpBranchConditional %26 %27 %28
+ %27 = OpLabel
+ OpKill
+ %28 = OpLabel
+ %33 = OpUndef %7
+ OpReturnValue %33
+ 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
{ "uninitialized-var-decrement-and-add.amber", "uninitialized-var-decrement-and-add", "A fragment shader that uses an uninitialized variable" },
{ "unreachable-barrier-in-loops.amber", "unreachable-barrier-in-loops", "A compute shader with an unreachable barrier in a loop nest" },
{ "unreachable-continue-statement.amber", "unreachable-continue-statement", "A fragment shader with unreachable continue statement" },
+ { "unreachable-discard-statement-in-if.amber", "unreachable-discard-statement-in-if", "A fragment shader with discard keyword and a return" },
{ "unreachable-discard-statement.amber", "unreachable-discard-statement", "A fragment shader with unreachable discard statement" },
{ "unreachable-loops.amber", "unreachable-loops", "Fragment shader that writes red despite unreachable loops" },
{ "unreachable-loops-in-switch.amber", "unreachable-loops-in-switch", "A fragment shader with unreachable loops in a switch" },