dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-uninitialized-values-pa.../0-opt.wgsl

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WebGPU Shading Language
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struct S {
data : i32,
}
struct strided_arr {
@size(16)
el : i32,
}
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alias Arr = array<strided_arr, 3u>;
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struct buf0 {
x_GLF_uniform_int_values : Arr,
}
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@group(0) @binding(0) var<uniform> x_9 : buf0;
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var<private> x_GLF_color : vec4<f32>;
fn func_struct_S_i11_i1_(s : ptr<function, S>, x : ptr<function, i32>) {
let x_103 : i32 = x_9.x_GLF_uniform_int_values[1].el;
let x_105 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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if ((x_103 == x_105)) {
return;
}
let x_109 : i32 = *(x);
(*(s)).data = x_109;
return;
}
fn main_1() {
var i : i32;
var arr : array<S, 10u>;
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var index : i32;
var param : S;
var param_1 : i32;
var param_2 : S;
var param_3 : i32;
i = 0;
loop {
let x_43 : i32 = i;
if ((x_43 < 10)) {
} else {
break;
}
let x_46 : i32 = i;
arr[x_46].data = 0;
continuing {
let x_48 : i32 = i;
i = (x_48 + 1);
}
}
let x_51 : i32 = x_9.x_GLF_uniform_int_values[1].el;
let x_53 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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if ((x_51 == x_53)) {
let x_58 : i32 = index;
let x_60 : S = arr[x_58];
param = x_60;
let x_61 : i32 = index;
param_1 = x_61;
func_struct_S_i11_i1_(&(param), &(param_1));
let x_63 : S = param;
arr[x_58] = x_63;
} else {
let x_66 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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let x_68 : S = arr[x_66];
param_2 = x_68;
let x_70 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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param_3 = x_70;
func_struct_S_i11_i1_(&(param_2), &(param_3));
let x_72 : S = param_2;
arr[x_66] = x_72;
}
let x_75 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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let x_77 : i32 = arr[x_75].data;
let x_79 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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if ((x_77 == x_79)) {
let x_85 : i32 = x_9.x_GLF_uniform_int_values[1].el;
let x_88 : i32 = x_9.x_GLF_uniform_int_values[0].el;
let x_91 : i32 = x_9.x_GLF_uniform_int_values[0].el;
let x_94 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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x_GLF_color = vec4<f32>(f32(x_85), f32(x_88), f32(x_91), f32(x_94));
} else {
let x_98 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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let x_99 : f32 = f32(x_98);
x_GLF_color = vec4<f32>(x_99, x_99, x_99, x_99);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
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@fragment
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fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}