dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/spv-stable-mergesort-dead-code/1.wgsl

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WebGPU Shading Language
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struct buf0 {
injectionSwitch : vec2<f32>,
}
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var<private> data : array<i32, 10u>;
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var<private> temp : array<i32, 10u>;
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@group(0) @binding(0) var<uniform> x_28 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn merge_i1_i1_i1_(f : ptr<function, i32>, mid : ptr<function, i32>, to : ptr<function, i32>) {
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var k : i32;
var i : i32;
var j : i32;
var i_1 : i32;
let x_262 : i32 = *(f);
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k = x_262;
let x_263 : i32 = *(f);
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i = x_263;
let x_264 : i32 = *(mid);
j = (x_264 + 1);
loop {
let x_270 : i32 = i;
let x_271 : i32 = *(mid);
let x_273 : i32 = j;
let x_274 : i32 = *(to);
if (((x_270 <= x_271) & (x_273 <= x_274))) {
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} else {
break;
}
let x_278 : i32 = i;
let x_280 : i32 = data[x_278];
let x_281 : i32 = j;
let x_283 : i32 = data[x_281];
if ((x_280 < x_283)) {
let x_288 : i32 = k;
k = (x_288 + 1);
let x_290 : i32 = i;
i = (x_290 + 1);
let x_293 : i32 = data[x_290];
temp[x_288] = x_293;
} else {
let x_295 : i32 = k;
k = (x_295 + 1);
let x_297 : i32 = j;
j = (x_297 + 1);
let x_300 : i32 = data[x_297];
temp[x_295] = x_300;
}
}
loop {
let x_306 : i32 = i;
let x_308 : i32 = i;
let x_309 : i32 = *(mid);
if (((x_306 < 10) & (x_308 <= x_309))) {
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} else {
break;
}
let x_313 : i32 = k;
k = (x_313 + 1);
let x_315 : i32 = i;
i = (x_315 + 1);
let x_318 : i32 = data[x_315];
temp[x_313] = x_318;
}
let x_320 : i32 = *(f);
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i_1 = x_320;
loop {
let x_325 : i32 = i_1;
let x_326 : i32 = *(to);
if ((x_325 <= x_326)) {
} else {
break;
}
let x_329 : i32 = i_1;
let x_330 : i32 = i_1;
let x_332 : i32 = temp[x_330];
data[x_329] = x_332;
continuing {
let x_334 : i32 = i_1;
i_1 = (x_334 + 1);
}
}
return;
}
fn mergeSort_() {
var low : i32;
var high : i32;
var m : i32;
var i_2 : i32;
var f_1 : i32;
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var mid_1 : i32;
var to_1 : i32;
var param : i32;
var param_1 : i32;
var param_2 : i32;
low = 0;
high = 9;
m = 1;
loop {
let x_341 : i32 = m;
let x_342 : i32 = high;
if ((x_341 <= x_342)) {
} else {
break;
}
let x_345 : i32 = low;
i_2 = x_345;
loop {
let x_350 : i32 = i_2;
let x_351 : i32 = high;
if ((x_350 < x_351)) {
} else {
break;
}
let x_354 : i32 = i_2;
f_1 = x_354;
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let x_355 : i32 = i_2;
let x_356 : i32 = m;
mid_1 = ((x_355 + x_356) - 1);
let x_359 : i32 = i_2;
let x_360 : i32 = m;
let x_364 : i32 = high;
to_1 = min(((x_359 + (2 * x_360)) - 1), x_364);
let x_366 : i32 = f_1;
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param = x_366;
let x_367 : i32 = mid_1;
param_1 = x_367;
let x_368 : i32 = to_1;
param_2 = x_368;
merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
continuing {
let x_370 : i32 = m;
let x_372 : i32 = i_2;
i_2 = (x_372 + (2 * x_370));
}
}
continuing {
let x_374 : i32 = m;
m = (2 * x_374);
}
}
return;
}
fn main_1() {
var i_3 : i32;
var j_1 : i32;
var grey : f32;
let x_86 : f32 = x_28.injectionSwitch.x;
i_3 = i32(x_86);
loop {
let x_92 : i32 = i_3;
switch(x_92) {
case 9: {
let x_122 : i32 = i_3;
data[x_122] = -5;
}
case 8: {
let x_120 : i32 = i_3;
data[x_120] = -4;
}
case 7: {
let x_118 : i32 = i_3;
data[x_118] = -3;
}
case 6: {
let x_116 : i32 = i_3;
data[x_116] = -2;
}
case 5: {
let x_114 : i32 = i_3;
data[x_114] = -1;
}
case 4: {
let x_112 : i32 = i_3;
data[x_112] = 0;
}
case 3: {
let x_110 : i32 = i_3;
data[x_110] = 1;
}
case 2: {
let x_108 : i32 = i_3;
data[x_108] = 2;
}
case 1: {
let x_106 : i32 = i_3;
data[x_106] = 3;
}
case 0: {
let x_104 : i32 = i_3;
data[x_104] = 4;
}
default: {
}
}
let x_124 : i32 = i_3;
i_3 = (x_124 + 1);
continuing {
let x_126 : i32 = i_3;
break if !(x_126 < 10);
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}
}
j_1 = 0;
loop {
let x_132 : i32 = j_1;
let x_133 : bool = (x_132 < 10);
let x_135 : f32 = x_28.injectionSwitch.x;
if (!((x_135 <= 1.0))) {
grey = 1.0;
}
if (x_133) {
} else {
break;
}
let x_140 : i32 = j_1;
let x_141 : i32 = j_1;
let x_143 : i32 = data[x_141];
temp[x_140] = x_143;
continuing {
let x_145 : i32 = j_1;
j_1 = (x_145 + 1);
}
}
mergeSort_();
let x_149 : f32 = gl_FragCoord.y;
if ((i32(x_149) < 30)) {
let x_156 : i32 = data[0];
grey = (0.5 + (f32(x_156) / 10.0));
} else {
let x_161 : f32 = gl_FragCoord.y;
if ((i32(x_161) < 60)) {
let x_168 : i32 = data[1];
grey = (0.5 + (f32(x_168) / 10.0));
} else {
let x_173 : f32 = gl_FragCoord.y;
if ((i32(x_173) < 90)) {
let x_180 : i32 = data[2];
grey = (0.5 + (f32(x_180) / 10.0));
} else {
let x_185 : f32 = gl_FragCoord.y;
if ((i32(x_185) < 120)) {
let x_192 : i32 = data[3];
grey = (0.5 + (f32(x_192) / 10.0));
} else {
let x_197 : f32 = gl_FragCoord.y;
if ((i32(x_197) < 150)) {
discard;
} else {
let x_204 : f32 = gl_FragCoord.y;
if ((i32(x_204) < 180)) {
let x_211 : i32 = data[5];
grey = (0.5 + (f32(x_211) / 10.0));
} else {
let x_216 : f32 = gl_FragCoord.y;
if ((i32(x_216) < 210)) {
let x_223 : i32 = data[6];
grey = (0.5 + (f32(x_223) / 10.0));
} else {
let x_228 : f32 = gl_FragCoord.y;
if ((i32(x_228) < 240)) {
let x_235 : i32 = data[7];
grey = (0.5 + (f32(x_235) / 10.0));
} else {
let x_240 : f32 = gl_FragCoord.y;
var guard233 : bool = true;
if ((i32(x_240) < 270)) {
let x_247 : i32 = data[8];
grey = (0.5 + (f32(x_247) / 10.0));
guard233 = false;
} else {
if (guard233) {
let x_252 : f32 = x_28.injectionSwitch.y;
if (!((0.0 < x_252))) {
guard233 = false;
}
if (guard233) {
discard;
}
}
}
}
}
}
}
}
}
}
}
let x_255 : f32 = grey;
let x_256 : vec3<f32> = vec3<f32>(x_255, x_255, x_255);
x_GLF_color = vec4<f32>(x_256.x, x_256.y, x_256.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);
}