dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-multiple-one-iteration-.../0-opt.wgsl.expected.hlsl

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SKIP: flaky test with FXC, often times out
void set_scalar_float2x3(inout float2x3 mat, int col, int row, float val) {
switch (col) {
case 0:
mat[0] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[0];
break;
case 1:
mat[1] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[1];
break;
}
}
void set_scalar_float2x4(inout float2x4 mat, int col, int row, float val) {
switch (col) {
case 0:
mat[0] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[0];
break;
case 1:
mat[1] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[1];
break;
}
}
void set_scalar_float3x2(inout float3x2 mat, int col, int row, float val) {
switch (col) {
case 0:
mat[0] = (row.xx == int2(0, 1)) ? val.xx : mat[0];
break;
case 1:
mat[1] = (row.xx == int2(0, 1)) ? val.xx : mat[1];
break;
case 2:
mat[2] = (row.xx == int2(0, 1)) ? val.xx : mat[2];
break;
}
}
void set_scalar_float3x3(inout float3x3 mat, int col, int row, float val) {
switch (col) {
case 0:
mat[0] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[0];
break;
case 1:
mat[1] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[1];
break;
case 2:
mat[2] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[2];
break;
}
}
void set_scalar_float3x4(inout float3x4 mat, int col, int row, float val) {
switch (col) {
case 0:
mat[0] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[0];
break;
case 1:
mat[1] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[1];
break;
case 2:
mat[2] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[2];
break;
}
}
void set_scalar_float4x2(inout float4x2 mat, int col, int row, float val) {
switch (col) {
case 0:
mat[0] = (row.xx == int2(0, 1)) ? val.xx : mat[0];
break;
case 1:
mat[1] = (row.xx == int2(0, 1)) ? val.xx : mat[1];
break;
case 2:
mat[2] = (row.xx == int2(0, 1)) ? val.xx : mat[2];
break;
case 3:
mat[3] = (row.xx == int2(0, 1)) ? val.xx : mat[3];
break;
}
}
void set_scalar_float4x3(inout float4x3 mat, int col, int row, float val) {
switch (col) {
case 0:
mat[0] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[0];
break;
case 1:
mat[1] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[1];
break;
case 2:
mat[2] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[2];
break;
case 3:
mat[3] = (row.xxx == int3(0, 1, 2)) ? val.xxx : mat[3];
break;
}
}
void set_scalar_float4x4(inout float4x4 mat, int col, int row, float val) {
switch (col) {
case 0:
mat[0] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[0];
break;
case 1:
mat[1] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[1];
break;
case 2:
mat[2] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[2];
break;
case 3:
mat[3] = (row.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : mat[3];
break;
}
}
static int x_GLF_global_loop_count = 0;
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float2x3 m23 = float2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float2x4 m24 = float2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float3x2 m32 = float3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float3x3 m33 = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float3x4 m34 = float3x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float4x2 m42 = float4x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float4x3 m43 = float4x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float4x4 m44 = float4x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
int i = 0;
int i_1 = 0;
int i_2 = 0;
int i_3 = 0;
int i_4 = 0;
int i_5 = 0;
int i_6 = 0;
int i_7 = 0;
int i_8 = 0;
int i_9 = 0;
int i_10 = 0;
int i_11 = 0;
int i_12 = 0;
int i_13 = 0;
int i_14 = 0;
int i_15 = 0;
int i_16 = 0;
int i_17 = 0;
int i_18 = 0;
int i_19 = 0;
int i_20 = 0;
int i_21 = 0;
int i_22 = 0;
int i_23 = 0;
int i_24 = 0;
int i_25 = 0;
int i_26 = 0;
int i_27 = 0;
int i_28 = 0;
int i_29 = 0;
int i_30 = 0;
int i_31 = 0;
int i_32 = 0;
int i_33 = 0;
int i_34 = 0;
int i_35 = 0;
int i_36 = 0;
int i_37 = 0;
float sum = 0.0f;
int r = 0;
x_GLF_global_loop_count = 0;
m23 = float2x3(float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f));
m24 = float2x4(float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f));
m32 = float3x2(float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f));
m33 = float3x3(float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f));
m34 = float3x4(float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f));
m42 = float4x2(float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f));
m43 = float4x3(float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f));
m44 = float4x4(float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f));
i = 0;
{
[loop] for(; (i < 1); i = (i + 1)) {
i_1 = 0;
{
[loop] for(; (i_1 < 1); i_1 = (i_1 + 1)) {
i_2 = 0;
{
[loop] for(; (i_2 < 1); i_2 = (i_2 + 1)) {
i_3 = 0;
{
[loop] for(; (i_3 < 1); i_3 = (i_3 + 1)) {
i_4 = 0;
{
[loop] for(; (i_4 < 1); i_4 = (i_4 + 1)) {
i_5 = 0;
{
[loop] for(; (i_5 < 1); i_5 = (i_5 + 1)) {
i_6 = 0;
{
[loop] for(; (i_6 < 1); i_6 = (i_6 + 1)) {
i_7 = 0;
{
[loop] for(; (i_7 < 1); i_7 = (i_7 + 1)) {
i_8 = 0;
{
[loop] for(; (i_8 < 1); i_8 = (i_8 + 1)) {
i_9 = 0;
{
[loop] for(; (i_9 < 1); i_9 = (i_9 + 1)) {
i_10 = 0;
{
[loop] for(; (i_10 < 1); i_10 = (i_10 + 1)) {
i_11 = 0;
{
[loop] for(; (i_11 < 1); i_11 = (i_11 + 1)) {
i_12 = 0;
{
[loop] for(; (i_12 < 1); i_12 = (i_12 + 1)) {
i_13 = 0;
{
[loop] for(; (i_13 < 1); i_13 = (i_13 + 1)) {
i_14 = 0;
{
[loop] for(; (i_14 < 1); i_14 = (i_14 + 1)) {
i_15 = 0;
{
[loop] for(; (i_15 < 1); i_15 = (i_15 + 1)) {
i_16 = 0;
{
[loop] for(; (i_16 < 1); i_16 = (i_16 + 1)) {
i_17 = 0;
{
[loop] for(; (i_17 < 1); i_17 = (i_17 + 1)) {
i_18 = 0;
{
[loop] for(; (i_18 < 1); i_18 = (i_18 + 1)) {
i_19 = 0;
{
[loop] for(; (i_19 < 1); i_19 = (i_19 + 1)) {
i_20 = 0;
{
[loop] for(; (i_20 < 1); i_20 = (i_20 + 1)) {
i_21 = 0;
{
[loop] for(; (i_21 < 1); i_21 = (i_21 + 1)) {
i_22 = 0;
{
[loop] for(; (i_22 < 1); i_22 = (i_22 + 1)) {
i_23 = 0;
{
[loop] for(; (i_23 < 1); i_23 = (i_23 + 1)) {
i_24 = 0;
{
[loop] for(; (i_24 < 1); i_24 = (i_24 + 1)) {
i_25 = 0;
{
[loop] for(; (i_25 < 1); i_25 = (i_25 + 1)) {
i_26 = 0;
{
[loop] for(; (i_26 < 1); i_26 = (i_26 + 1)) {
i_27 = 0;
{
[loop] for(; (i_27 < 1); i_27 = (i_27 + 1)) {
i_28 = 0;
{
[loop] for(; (i_28 < 1); i_28 = (i_28 + 1)) {
i_29 = 0;
{
[loop] for(; (i_29 < 1); i_29 = (i_29 + 1)) {
i_30 = 0;
{
[loop] for(; (i_30 < 1); i_30 = (i_30 + 1)) {
i_31 = 0;
{
[loop] for(; (i_31 < 1); i_31 = (i_31 + 1)) {
i_32 = 0;
{
[loop] for(; (i_32 < 1); i_32 = (i_32 + 1)) {
i_33 = 0;
{
[loop] for(; (i_33 < 1); i_33 = (i_33 + 1)) {
i_34 = 0;
{
[loop] for(; (i_34 < 1); i_34 = (i_34 + 1)) {
i_35 = 0;
{
[loop] for(; (i_35 < 1); i_35 = (i_35 + 1)) {
i_36 = 0;
{
[loop] for(; (i_36 < 1); i_36 = (i_36 + 1)) {
i_37 = 0;
{
[loop] for(; (i_37 < 1); i_37 = (i_37 + 1)) {
[loop] while (true) {
x_GLF_global_loop_count = (x_GLF_global_loop_count + 1);
{
if ((x_GLF_global_loop_count < 98)) {
} else {
break;
}
}
}
set_scalar_float2x3(m23, i_37, i_37, 1.0f);
set_scalar_float2x4(m24, i_37, i_37, 1.0f);
set_scalar_float3x2(m32, i_37, i_37, 1.0f);
set_scalar_float3x3(m33, i_37, i_37, 1.0f);
set_scalar_float3x4(m34, i_37, i_37, 1.0f);
set_scalar_float4x2(m42, i_37, i_37, 1.0f);
set_scalar_float4x3(m43, i_37, i_37, 1.0f);
set_scalar_float4x4(m44, i_37, i_37, 1.0f);
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
sum = 0.0f;
r = 0;
{
[loop] for(; (x_GLF_global_loop_count < 100); r = (r + 1)) {
x_GLF_global_loop_count = (x_GLF_global_loop_count + 1);
const float x_486 = m23[0][r];
sum = (sum + x_486);
const float x_491 = m24[0][r];
sum = (sum + x_491);
const float x_496 = m32[0][r];
sum = (sum + x_496);
const float x_501 = m33[0][r];
sum = (sum + x_501);
const float x_506 = m34[0][r];
sum = (sum + x_506);
const float x_511 = m42[0][r];
sum = (sum + x_511);
const float x_516 = m43[0][r];
sum = (sum + x_516);
const float x_521 = m44[0][r];
sum = (sum + x_521);
}
}
if ((sum == 8.0f)) {
x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner() {
main_1();
const main_out tint_symbol_1 = {x_GLF_color};
return tint_symbol_1;
}
tint_symbol main() {
const main_out inner_result = main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}