--- /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;
+#
+# precision highp int;
+#
+# layout(location = 0) out vec4 _GLF_color;
+# layout(set = 0, binding = 0) uniform buf0
+# {
+# vec2 twoandthree; // (2.0, 3.0)
+# };
+#
+# void main()
+# {
+# vec2 a = twoandthree;
+# vec2 b = vec2(a.x, clamp(a, vec2(1), vec2(1)).y);
+#
+# // Always true
+# if (b.x == 2.0 && b.y == 1.0)
+# _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: 51
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %46
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "a"
+ OpName %10 "buf0"
+ OpMemberName %10 0 "twoandthree"
+ OpName %12 ""
+ OpName %18 "b"
+ OpName %46 "_GLF_color"
+ OpMemberDecorate %10 0 Offset 0
+ OpDecorate %10 Block
+ OpDecorate %12 DescriptorSet 0
+ OpDecorate %12 Binding 0
+ OpDecorate %46 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 2
+ %8 = OpTypePointer Function %7
+ %10 = OpTypeStruct %7
+ %11 = OpTypePointer Uniform %10
+ %12 = OpVariable %11 Uniform
+ %13 = OpTypeInt 32 1
+ %14 = OpConstant %13 0
+ %15 = OpTypePointer Uniform %7
+ %19 = OpTypeInt 32 0
+ %20 = OpConstant %19 0
+ %21 = OpTypePointer Function %6
+ %25 = OpConstant %6 1
+ %26 = OpConstantComposite %7 %25 %25
+ %28 = OpConstant %19 1
+ %31 = OpTypeBool
+ %34 = OpConstant %6 2
+ %44 = OpTypeVector %6 4
+ %45 = OpTypePointer Output %44
+ %46 = OpVariable %45 Output
+ %47 = OpConstant %6 0
+ %48 = OpConstantComposite %44 %25 %47 %47 %25
+ %50 = OpConstantComposite %44 %47 %47 %47 %47
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %9 = OpVariable %8 Function
+ %18 = OpVariable %8 Function
+ %16 = OpAccessChain %15 %12 %14
+ %17 = OpLoad %7 %16
+ OpStore %9 %17
+ %22 = OpAccessChain %21 %9 %20
+ %23 = OpLoad %6 %22
+ %24 = OpLoad %7 %9
+ %27 = OpExtInst %7 %1 FClamp %24 %26 %26
+ %29 = OpCompositeExtract %6 %27 1
+ %30 = OpCompositeConstruct %7 %23 %29
+ OpStore %18 %30
+ %32 = OpAccessChain %21 %18 %20
+ %33 = OpLoad %6 %32
+ %35 = OpFOrdEqual %31 %33 %34
+ OpSelectionMerge %37 None
+ OpBranchConditional %35 %36 %37
+ %36 = OpLabel
+ %38 = OpAccessChain %21 %18 %28
+ %39 = OpLoad %6 %38
+ %40 = OpFOrdEqual %31 %39 %25
+ OpBranch %37
+ %37 = OpLabel
+ %41 = OpPhi %31 %35 %5 %40 %36
+ OpSelectionMerge %43 None
+ OpBranchConditional %41 %42 %49
+ %42 = OpLabel
+ OpStore %46 %48
+ OpBranch %43
+ %49 = OpLabel
+ OpStore %46 %50
+ OpBranch %43
+ %43 = OpLabel
+ OpReturn
+ OpFunctionEnd
+END
+
+# uniforms for variant
+
+# twoandthree
+BUFFER variant_twoandthree DATA_TYPE vec2<float> DATA
+ 2.0 3.0
+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_twoandthree 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
{ "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-fold-switch-udiv.amber", "cov-fold-switch-udiv", "A fragment shader that covers a specific instruction folding path." },
+{ "cov-folding-rules-construct-extract.amber", "cov-folding-rules-construct-extract", "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" },