--- /dev/null
+#!amber
+
+# Copyright 2020 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 coverage-gap found by GraphicsFuzz.
+
+# Short description: A fragment shader that covers a specific instruction folding path.
+
+# The test passes because shader always writes red.
+
+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;
+#
+# void main()
+# {
+# bool b = false;
+#
+# // A single loop with i = 1.
+# for(int i = 1; i > 0; i--)
+# {
+# float a = 3.0 - float(i);
+#
+# // If condition is always true.
+# if(2.0 - a == 0.0)
+# b = true;
+# }
+#
+# // If condition is always true.
+# if (b)
+# _GLF_color = vec4(1, 0, 0, 1);
+# else
+# _GLF_color = vec4(0);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 8
+; Bound: 49
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %44
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %8 "b"
+ OpName %12 "i"
+ OpName %24 "a"
+ OpName %44 "_GLF_color"
+ OpDecorate %12 RelaxedPrecision
+ OpDecorate %19 RelaxedPrecision
+ OpDecorate %26 RelaxedPrecision
+ OpDecorate %37 RelaxedPrecision
+ OpDecorate %38 RelaxedPrecision
+ OpDecorate %44 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeBool
+ %7 = OpTypePointer Function %6
+ %9 = OpConstantFalse %6
+ %10 = OpTypeInt 32 1
+ %11 = OpTypePointer Function %10
+ %13 = OpConstant %10 1
+ %20 = OpConstant %10 0
+ %22 = OpTypeFloat 32
+ %23 = OpTypePointer Function %22
+ %25 = OpConstant %22 3
+ %29 = OpConstant %22 2
+ %32 = OpConstant %22 0
+ %36 = OpConstantTrue %6
+ %42 = OpTypeVector %22 4
+ %43 = OpTypePointer Output %42
+ %44 = OpVariable %43 Output
+ %45 = OpConstant %22 1
+ %46 = OpConstantComposite %42 %45 %32 %32 %45
+ %48 = OpConstantComposite %42 %32 %32 %32 %32
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %8 = OpVariable %7 Function
+ %12 = OpVariable %11 Function
+ %24 = OpVariable %23 Function
+ OpStore %8 %9
+ OpStore %12 %13
+ OpBranch %14
+ %14 = OpLabel
+ OpLoopMerge %16 %17 None
+ OpBranch %18
+ %18 = OpLabel
+ %19 = OpLoad %10 %12
+ %21 = OpSGreaterThan %6 %19 %20
+ OpBranchConditional %21 %15 %16
+ %15 = OpLabel
+ %26 = OpLoad %10 %12
+ %27 = OpConvertSToF %22 %26
+ %28 = OpFSub %22 %25 %27
+ OpStore %24 %28
+ %30 = OpLoad %22 %24
+ %31 = OpFSub %22 %29 %30
+ %33 = OpFOrdEqual %6 %31 %32
+ OpSelectionMerge %35 None
+ OpBranchConditional %33 %34 %35
+ %34 = OpLabel
+ OpStore %8 %36
+ OpBranch %35
+ %35 = OpLabel
+ OpBranch %17
+ %17 = OpLabel
+ %37 = OpLoad %10 %12
+ %38 = OpISub %10 %37 %13
+ OpStore %12 %38
+ OpBranch %14
+ %16 = OpLabel
+ %39 = OpLoad %6 %8
+ OpSelectionMerge %41 None
+ OpBranchConditional %39 %40 %47
+ %40 = OpLabel
+ OpStore %44 %46
+ OpBranch %41
+ %47 = OpLabel
+ OpStore %44 %48
+ OpBranch %41
+ %41 = OpLabel
+ OpReturn
+ 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 255 0 0 255
{ "cov-fold-shift-right-arithmetic.amber", "cov-fold-shift-right-arithmetic", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-switch-udiv.amber", "cov-fold-switch-udiv", "A fragment shader that covers a specific instruction folding path." },
{ "cov-folding-rules-merge-add-sub.amber", "cov-folding-rules-merge-add-sub", "A fragment shader that covers a specific instruction folding path." },
+{ "cov-folding-rules-merge-sub-sub.amber", "cov-folding-rules-merge-sub-sub", "A fragment shader that covers a specific instruction folding path." },
{ "dead-barriers-in-loops.amber", "dead-barriers-in-loops", "A compute shader with dead barriers" },
{ "dead-struct-init.amber", "dead-struct-init", "A fragment shader that uses struct initializers" },
{ "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" },