--- /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()
+# {
+# int i = 5;
+#
+# while(i >= 0)
+# {
+# i -= 3;
+# i++;
+# }
+#
+# // If condition is always true.
+# if (i == -1)
+# _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: 39
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %33
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %8 "i"
+ OpName %33 "_GLF_color"
+ OpDecorate %8 RelaxedPrecision
+ OpDecorate %15 RelaxedPrecision
+ OpDecorate %20 RelaxedPrecision
+ OpDecorate %21 RelaxedPrecision
+ OpDecorate %22 RelaxedPrecision
+ OpDecorate %24 RelaxedPrecision
+ OpDecorate %25 RelaxedPrecision
+ OpDecorate %33 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeInt 32 1
+ %7 = OpTypePointer Function %6
+ %9 = OpConstant %6 5
+ %16 = OpConstant %6 0
+ %17 = OpTypeBool
+ %19 = OpConstant %6 3
+ %23 = OpConstant %6 1
+ %26 = OpConstant %6 -1
+ %30 = OpTypeFloat 32
+ %31 = OpTypeVector %30 4
+ %32 = OpTypePointer Output %31
+ %33 = OpVariable %32 Output
+ %34 = OpConstant %30 1
+ %35 = OpConstant %30 0
+ %36 = OpConstantComposite %31 %34 %35 %35 %34
+ %38 = OpConstantComposite %31 %35 %35 %35 %35
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %8 = OpVariable %7 Function
+ OpStore %8 %9
+ OpBranch %10
+ %10 = OpLabel
+ OpLoopMerge %12 %13 None
+ OpBranch %14
+ %14 = OpLabel
+ %15 = OpLoad %6 %8
+ %18 = OpSGreaterThanEqual %17 %15 %16
+ OpBranchConditional %18 %11 %12
+ %11 = OpLabel
+ %20 = OpLoad %6 %8
+ %21 = OpISub %6 %20 %19
+ OpStore %8 %21
+ %22 = OpLoad %6 %8
+ %24 = OpIAdd %6 %22 %23
+ OpStore %8 %24
+ OpBranch %13
+ %13 = OpLabel
+ OpBranch %10
+ %12 = OpLabel
+ %25 = OpLoad %6 %8
+ %27 = OpIEqual %17 %25 %26
+ OpSelectionMerge %29 None
+ OpBranchConditional %27 %28 %37
+ %28 = OpLabel
+ OpStore %33 %36
+ OpBranch %29
+ %37 = OpLabel
+ OpStore %33 %38
+ OpBranch %29
+ %29 = 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-logical-or-constant.amber", "cov-fold-logical-or-constant", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-negate-variable.amber", "cov-fold-negate-variable", "A fragment shader that covers a specific instruction folding path." },
{ "cov-fold-shift-right-arithmetic.amber", "cov-fold-shift-right-arithmetic", "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." },
{ "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" },