--- /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 a switch, if, and discard
+
+# The test passes because the shader always writes the color red;
+# the switch is always skipped.
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+#
+# layout(set = 0, binding = 0) uniform buf0
+# {
+# vec2 injectionSwitch;
+# };
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# void main()
+# {
+# switch (int(injectionSwitch.y)) // always 1
+# {
+# case -1:
+# if (injectionSwitch.y > injectionSwitch.x)
+# {
+# 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: 38
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %34
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %8 "buf0"
+ OpMemberName %8 0 "injectionSwitch"
+ OpName %10 ""
+ OpName %34 "_GLF_color"
+ OpMemberDecorate %8 0 Offset 0
+ OpDecorate %8 Block
+ OpDecorate %10 DescriptorSet 0
+ OpDecorate %10 Binding 0
+ OpDecorate %34 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 1
+ %15 = OpTypePointer Uniform %6
+ %23 = OpConstant %13 0
+ %26 = OpTypeBool
+ %32 = OpTypeVector %6 4
+ %33 = OpTypePointer Output %32
+ %34 = OpVariable %33 Output
+ %35 = OpConstant %6 1
+ %36 = OpConstant %6 0
+ %37 = OpConstantComposite %32 %35 %36 %36 %35
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %16 = OpAccessChain %15 %10 %12 %14
+ %17 = OpLoad %6 %16
+ %18 = OpConvertFToS %11 %17
+ OpSelectionMerge %20 None
+ OpSwitch %18 %20 -1 %19
+ %19 = OpLabel
+ %21 = OpAccessChain %15 %10 %12 %14
+ %22 = OpLoad %6 %21
+ %24 = OpAccessChain %15 %10 %12 %23
+ %25 = OpLoad %6 %24
+ %27 = OpFOrdGreaterThan %26 %22 %25
+ OpSelectionMerge %29 None
+ OpBranchConditional %27 %28 %29
+ %28 = OpLabel
+ OpKill
+ %29 = OpLabel
+ OpBranch %20
+ %20 = OpLabel
+ OpStore %34 %37
+ 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
{ "return-in-loop-in-function.amber", "return-in-loop-in-function", "A fragment shader with early return from loop in function" },
{ "similar-nested-ifs.amber", "similar-nested-ifs", "A fragment shader with similar nested ifs and loops" },
{ "struct-used-as-temporary.amber", "struct-used-as-temporary", "A fragment shader that uses a temporary struct variable" },
+ { "switch-if-discard.amber", "switch-if-discard", "A fragment shader with a switch, if, and discard" },
{ "switch-with-empty-if-false.amber", "switch-with-empty-if-false", "A fragment shader with always false if in switch statement" },
{ "swizzle-struct-init-min.amber", "swizzle-struct-init-min", "A fragment shader that uses vector swizzles, struct initializers, and min" },
{ "two-loops-matrix.amber", "two-loops-matrix", "A fragment shader with two loops and some matrices" },