dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/frag-coord-func-call-and-ifs/0-opt.wgsl

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WebGPU Shading Language
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struct buf0 {
injectionSwitch : vec2<f32>,
}
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@group(0) @binding(0) var<uniform> x_9 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var x_43 : f32;
var x_44 : f32;
var x_45 : f32;
var x_46 : i32;
var zero : i32;
var param : vec2<f32>;
var temp : vec2<f32>;
let x_47 : vec4<f32> = gl_FragCoord;
param = vec2<f32>(x_47.x, x_47.y);
loop {
let x_54 : f32 = param.y;
if ((x_54 < 50.0)) {
let x_60 : f32 = x_9.injectionSwitch.y;
x_44 = x_60;
} else {
x_44 = 0.0;
}
let x_61 : f32 = x_44;
x_43 = x_61;
let x_63 : f32 = gl_FragCoord.y;
let x_65 : f32 = select(0.0, 1.0, (x_63 < 50.0));
x_45 = x_65;
if (((x_61 - x_65) < 1.0)) {
x_46 = 0;
break;
}
x_46 = 1;
break;
continuing {
break if !(false);
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}
}
let x_70 : i32 = x_46;
zero = x_70;
if ((x_70 == 1)) {
return;
}
x_GLF_color = vec4<f32>(0.0, 1.0, 1.0, 1.0);
let x_75 : f32 = gl_FragCoord.x;
let x_77 : f32 = x_9.injectionSwitch.x;
if ((x_75 >= x_77)) {
let x_82 : f32 = gl_FragCoord.y;
if ((x_82 >= 0.0)) {
let x_87 : f32 = x_9.injectionSwitch.y;
x_GLF_color.x = x_87;
}
}
let x_90 : f32 = gl_FragCoord.y;
if ((x_90 >= 0.0)) {
let x_95 : f32 = x_9.injectionSwitch.x;
x_GLF_color.y = x_95;
}
let x_97 : vec4<f32> = gl_FragCoord;
let x_98 : vec2<f32> = vec2<f32>(x_97.x, x_97.y);
let x_101 : vec2<f32> = vec2<f32>(x_98.x, x_98.y);
temp = x_101;
if ((x_101.y >= 0.0)) {
let x_107 : f32 = x_9.injectionSwitch.x;
x_GLF_color.z = x_107;
}
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);
}
fn alwaysZero_vf2_(coord : ptr<function, vec2<f32>>) -> i32 {
var a : f32;
var x_110 : f32;
var b : f32;
let x_112 : f32 = (*(coord)).y;
if ((x_112 < 50.0)) {
let x_118 : f32 = x_9.injectionSwitch.y;
x_110 = x_118;
} else {
x_110 = 0.0;
}
let x_119 : f32 = x_110;
a = x_119;
let x_121 : f32 = gl_FragCoord.y;
let x_123 : f32 = select(0.0, 1.0, (x_121 < 50.0));
b = x_123;
if (((x_119 - x_123) < 1.0)) {
return 0;
}
return 1;
}