dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/spv-stable-quicksort-dontin.../0-opt.wgsl

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WebGPU Shading Language
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struct QuicksortObject {
numbers : array<i32, 10u>,
}
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struct buf0 {
resolution : vec2<f32>,
}
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var<private> obj : QuicksortObject;
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_32 : buf0;
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var<private> x_GLF_color : vec4<f32>;
fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) {
var temp : i32;
let x_225 : i32 = *(i);
let x_227 : i32 = obj.numbers[x_225];
temp = x_227;
let x_228 : i32 = *(i);
let x_229 : i32 = *(j);
let x_231 : i32 = obj.numbers[x_229];
obj.numbers[x_228] = x_231;
let x_233 : i32 = *(j);
let x_234 : i32 = temp;
obj.numbers[x_233] = x_234;
return;
}
fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 {
var pivot : i32;
var i_1 : i32;
var j_1 : i32;
var param : i32;
var param_1 : i32;
var param_2 : i32;
var param_3 : i32;
let x_237 : i32 = *(h);
let x_239 : i32 = obj.numbers[x_237];
pivot = x_239;
let x_240 : i32 = *(l);
i_1 = (x_240 - 1);
let x_242 : i32 = *(l);
j_1 = x_242;
loop {
let x_247 : i32 = j_1;
let x_248 : i32 = *(h);
if ((x_247 <= (x_248 - 1))) {
} else {
break;
}
let x_252 : i32 = j_1;
let x_254 : i32 = obj.numbers[x_252];
let x_255 : i32 = pivot;
if ((x_254 <= x_255)) {
let x_259 : i32 = i_1;
i_1 = (x_259 + 1);
let x_261 : i32 = i_1;
param = x_261;
let x_262 : i32 = j_1;
param_1 = x_262;
swap_i1_i1_(&(param), &(param_1));
}
continuing {
let x_264 : i32 = j_1;
j_1 = (x_264 + 1);
}
}
let x_266 : i32 = i_1;
i_1 = (x_266 + 1);
let x_268 : i32 = i_1;
param_2 = x_268;
let x_269 : i32 = *(h);
param_3 = x_269;
swap_i1_i1_(&(param_2), &(param_3));
let x_271 : i32 = i_1;
return x_271;
}
fn quicksort_() {
var l_1 : i32;
var h_1 : i32;
var top : i32;
var stack : array<i32, 10u>;
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var p : i32;
var param_4 : i32;
var param_5 : i32;
l_1 = 0;
h_1 = 9;
top = -1;
let x_273 : i32 = top;
let x_274 : i32 = (x_273 + 1);
top = x_274;
let x_275 : i32 = l_1;
stack[x_274] = x_275;
let x_277 : i32 = top;
let x_278 : i32 = (x_277 + 1);
top = x_278;
let x_279 : i32 = h_1;
stack[x_278] = x_279;
loop {
let x_285 : i32 = top;
if ((x_285 >= 0)) {
} else {
break;
}
let x_288 : i32 = top;
top = (x_288 - 1);
let x_291 : i32 = stack[x_288];
h_1 = x_291;
let x_292 : i32 = top;
top = (x_292 - 1);
let x_295 : i32 = stack[x_292];
l_1 = x_295;
let x_296 : i32 = l_1;
param_4 = x_296;
let x_297 : i32 = h_1;
param_5 = x_297;
let x_298 : i32 = performPartition_i1_i1_(&(param_4), &(param_5));
p = x_298;
let x_299 : i32 = p;
let x_301 : i32 = l_1;
if (((x_299 - 1) > x_301)) {
let x_305 : i32 = top;
let x_306 : i32 = (x_305 + 1);
top = x_306;
let x_307 : i32 = l_1;
stack[x_306] = x_307;
let x_309 : i32 = top;
let x_310 : i32 = (x_309 + 1);
top = x_310;
let x_311 : i32 = p;
stack[x_310] = (x_311 - 1);
}
let x_314 : i32 = p;
let x_316 : i32 = h_1;
if (((x_314 + 1) < x_316)) {
let x_320 : i32 = top;
let x_321 : i32 = (x_320 + 1);
top = x_321;
let x_322 : i32 = p;
stack[x_321] = (x_322 + 1);
let x_325 : i32 = top;
let x_326 : i32 = (x_325 + 1);
top = x_326;
let x_327 : i32 = h_1;
stack[x_326] = x_327;
}
}
return;
}
fn main_1() {
var i_2 : i32;
var uv : vec2<f32>;
var color : vec3<f32>;
i_2 = 0;
loop {
let x_85 : i32 = i_2;
if ((x_85 < 10)) {
} else {
break;
}
let x_88 : i32 = i_2;
let x_89 : i32 = i_2;
obj.numbers[x_88] = (10 - x_89);
let x_92 : i32 = i_2;
let x_93 : i32 = i_2;
let x_95 : i32 = obj.numbers[x_93];
let x_96 : i32 = i_2;
let x_98 : i32 = obj.numbers[x_96];
obj.numbers[x_92] = (x_95 * x_98);
continuing {
let x_101 : i32 = i_2;
i_2 = (x_101 + 1);
}
}
quicksort_();
let x_104 : vec4<f32> = gl_FragCoord;
let x_107 : vec2<f32> = x_32.resolution;
uv = (vec2<f32>(x_104.x, x_104.y) / x_107);
color = vec3<f32>(1.0, 2.0, 3.0);
let x_110 : i32 = obj.numbers[0];
let x_113 : f32 = color.x;
color.x = (x_113 + f32(x_110));
let x_117 : f32 = uv.x;
if ((x_117 > 0.25)) {
let x_122 : i32 = obj.numbers[1];
let x_125 : f32 = color.x;
color.x = (x_125 + f32(x_122));
}
let x_129 : f32 = uv.x;
if ((x_129 > 0.5)) {
let x_134 : i32 = obj.numbers[2];
let x_137 : f32 = color.y;
color.y = (x_137 + f32(x_134));
}
let x_141 : f32 = uv.x;
if ((x_141 > 0.75)) {
let x_146 : i32 = obj.numbers[3];
let x_149 : f32 = color.z;
color.z = (x_149 + f32(x_146));
}
let x_153 : i32 = obj.numbers[4];
let x_156 : f32 = color.y;
color.y = (x_156 + f32(x_153));
let x_160 : f32 = uv.y;
if ((x_160 > 0.25)) {
let x_165 : i32 = obj.numbers[5];
let x_168 : f32 = color.x;
color.x = (x_168 + f32(x_165));
}
let x_172 : f32 = uv.y;
if ((x_172 > 0.5)) {
let x_177 : i32 = obj.numbers[6];
let x_180 : f32 = color.y;
color.y = (x_180 + f32(x_177));
}
let x_184 : f32 = uv.y;
if ((x_184 > 0.75)) {
let x_189 : i32 = obj.numbers[7];
let x_192 : f32 = color.z;
color.z = (x_192 + f32(x_189));
}
let x_196 : i32 = obj.numbers[8];
let x_199 : f32 = color.z;
color.z = (x_199 + f32(x_196));
let x_203 : f32 = uv.x;
let x_205 : f32 = uv.y;
if ((abs((x_203 - x_205)) < 0.25)) {
let x_212 : i32 = obj.numbers[9];
let x_215 : f32 = color.x;
color.x = (x_215 + f32(x_212));
}
let x_218 : vec3<f32> = color;
let x_219 : vec3<f32> = normalize(x_218);
x_GLF_color = vec4<f32>(x_219.x, x_219.y, x_219.z, 1.0);
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
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@fragment
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}