dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/unreachable-barrier-in-loops/0-opt.wgsl

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WebGPU Shading Language
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struct buf1 {
injectionSwitch : vec2<f32>,
}
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struct buf2 {
resolution : vec2<f32>,
}
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type RTArr = array<i32>;
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struct doesNotMatter {
x_compute_data : RTArr,
}
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var<private> gl_GlobalInvocationID : vec3<u32>;
@group(0) @binding(1) var<uniform> x_10 : buf1;
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@group(0) @binding(2) var<uniform> x_13 : buf2;
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@group(0) @binding(0) var<storage, read_write> x_15 : doesNotMatter;
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fn main_1() {
var A : array<f32, 1u>;
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var i : i32;
var value : vec4<f32>;
var m : i32;
var l : i32;
var n : i32;
A[0] = 0.0;
i = 0;
loop {
let x_60 : i32 = i;
if ((x_60 < 50)) {
} else {
break;
}
let x_63 : i32 = i;
if ((x_63 > 0)) {
let x_68 : f32 = A[0];
let x_70 : f32 = A[0];
A[0] = (x_70 + x_68);
}
continuing {
let x_73 : i32 = i;
i = (x_73 + 1);
}
}
loop {
let x_80 : u32 = gl_GlobalInvocationID.x;
if ((x_80 < 100u)) {
value = vec4<f32>(0.0, 0.0, 0.0, 1.0);
m = 0;
loop {
let x_89 : i32 = m;
if ((x_89 < 1)) {
} else {
break;
}
l = 0;
loop {
let x_96 : i32 = l;
if ((x_96 < 1)) {
} else {
break;
}
let x_100 : f32 = x_10.injectionSwitch.x;
let x_102 : f32 = x_10.injectionSwitch.y;
if ((x_100 > x_102)) {
return;
}
continuing {
let x_106 : i32 = l;
l = (x_106 + 1);
}
}
continuing {
let x_108 : i32 = m;
m = (x_108 + 1);
}
}
n = 0;
loop {
let x_114 : i32 = n;
if ((x_114 < 1)) {
} else {
break;
}
let x_118 : f32 = x_10.injectionSwitch.x;
let x_120 : f32 = x_10.injectionSwitch.y;
if ((x_118 > x_120)) {
workgroupBarrier();
}
continuing {
let x_124 : i32 = n;
n = (x_124 + 1);
}
}
} else {
let x_127 : u32 = gl_GlobalInvocationID.x;
if ((x_127 < 120u)) {
let x_133 : f32 = A[0];
let x_135 : f32 = x_13.resolution.x;
let x_138 : f32 = A[0];
let x_140 : f32 = x_13.resolution.y;
value = vec4<f32>((x_133 / x_135), (x_138 / x_140), 0.0, 1.0);
} else {
let x_144 : f32 = x_10.injectionSwitch.x;
let x_146 : f32 = x_10.injectionSwitch.y;
if ((x_144 > x_146)) {
continue;
}
}
}
continuing {
if (false) {
} else {
break;
}
}
}
let x_151 : f32 = value.x;
x_15.x_compute_data[0] = i32(x_151);
let x_155 : f32 = value.y;
x_15.x_compute_data[1] = i32(x_155);
let x_159 : f32 = value.z;
x_15.x_compute_data[2] = i32(x_159);
let x_163 : f32 = value.w;
x_15.x_compute_data[3] = i32(x_163);
return;
}
@compute @workgroup_size(1, 1, 1)
fn main(@builtin(global_invocation_id) gl_GlobalInvocationID_param : vec3<u32>) {
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gl_GlobalInvocationID = gl_GlobalInvocationID_param;
main_1();
}