dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/spv-double-branch-to-same-b.../1.wgsl

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WebGPU Shading Language
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struct buf0 {
injectionSwitch : vec2<f32>,
}
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struct buf1 {
resolution : 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>;
@group(0) @binding(1) var<uniform> x_32 : buf1;
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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_255 : i32 = *(f);
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k = x_255;
let x_256 : i32 = *(f);
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i = x_256;
let x_257 : i32 = *(mid);
j = (x_257 + 1);
loop {
let x_263 : i32 = i;
let x_264 : i32 = *(mid);
let x_266 : i32 = j;
let x_267 : i32 = *(to);
if (((x_263 <= x_264) & (x_266 <= x_267))) {
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} else {
break;
}
let x_271 : i32 = i;
let x_273 : i32 = data[x_271];
let x_274 : i32 = j;
let x_276 : i32 = data[x_274];
if ((x_273 < x_276)) {
let x_281 : i32 = k;
k = (x_281 + 1);
let x_283 : i32 = i;
i = (x_283 + 1);
let x_286 : i32 = data[x_283];
temp[x_281] = x_286;
} else {
let x_288 : i32 = k;
k = (x_288 + 1);
let x_290 : i32 = j;
j = (x_290 + 1);
let x_293 : i32 = data[x_290];
temp[x_288] = x_293;
}
}
loop {
let x_299 : i32 = i;
let x_301 : i32 = i;
let x_302 : i32 = *(mid);
if (((x_299 < 10) & (x_301 <= x_302))) {
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} else {
break;
}
let x_306 : i32 = k;
k = (x_306 + 1);
let x_308 : i32 = i;
i = (x_308 + 1);
let x_311 : i32 = data[x_308];
temp[x_306] = x_311;
}
let x_313 : i32 = *(f);
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i_1 = x_313;
loop {
let x_318 : i32 = i_1;
let x_319 : i32 = *(to);
if ((x_318 <= x_319)) {
} else {
break;
}
let x_322 : i32 = i_1;
let x_323 : i32 = i_1;
let x_325 : i32 = temp[x_323];
data[x_322] = x_325;
continuing {
let x_327 : i32 = i_1;
i_1 = (x_327 + 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_334 : i32 = m;
let x_335 : i32 = high;
if ((x_334 <= x_335)) {
} else {
break;
}
let x_338 : i32 = low;
i_2 = x_338;
loop {
let x_343 : i32 = i_2;
let x_344 : i32 = high;
if ((x_343 < x_344)) {
} else {
break;
}
let x_347 : i32 = i_2;
f_1 = x_347;
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let x_348 : i32 = i_2;
let x_349 : i32 = m;
mid_1 = ((x_348 + x_349) - 1);
let x_352 : i32 = i_2;
let x_353 : i32 = m;
let x_357 : i32 = high;
to_1 = min(((x_352 + (2 * x_353)) - 1), x_357);
let x_359 : i32 = f_1;
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param = x_359;
let x_360 : i32 = mid_1;
param_1 = x_360;
let x_361 : i32 = to_1;
param_2 = x_361;
merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
continuing {
let x_363 : i32 = m;
let x_365 : i32 = i_2;
i_2 = (x_365 + (2 * x_363));
}
}
continuing {
let x_367 : i32 = m;
m = (2 * x_367);
}
}
return;
}
fn main_1() {
var i_3 : i32;
var j_1 : i32;
var grey : f32;
let x_88 : f32 = x_28.injectionSwitch.x;
i_3 = i32(x_88);
loop {
let x_94 : i32 = i_3;
switch(x_94) {
case 9: {
let x_124 : i32 = i_3;
data[x_124] = -5;
if (true) {
} else {
continue;
}
}
case 8: {
let x_122 : i32 = i_3;
data[x_122] = -4;
}
case 7: {
let x_120 : i32 = i_3;
data[x_120] = -3;
}
case 6: {
let x_118 : i32 = i_3;
data[x_118] = -2;
}
case 5: {
let x_116 : i32 = i_3;
data[x_116] = -1;
}
case 4: {
let x_114 : i32 = i_3;
data[x_114] = 0;
}
case 3: {
let x_112 : i32 = i_3;
data[x_112] = 1;
}
case 2: {
let x_110 : i32 = i_3;
data[x_110] = 2;
}
case 1: {
let x_108 : i32 = i_3;
data[x_108] = 3;
}
case 0: {
let x_106 : i32 = i_3;
data[x_106] = 4;
}
default: {
}
}
let x_126 : i32 = i_3;
i_3 = (x_126 + 1);
continuing {
let x_128 : i32 = i_3;
if ((x_128 < 10)) {
} else {
break;
}
}
}
j_1 = 0;
loop {
let x_134 : i32 = j_1;
if ((x_134 < 10)) {
} else {
break;
}
let x_137 : i32 = j_1;
let x_138 : i32 = j_1;
let x_140 : i32 = data[x_138];
temp[x_137] = x_140;
continuing {
let x_142 : i32 = j_1;
j_1 = (x_142 + 1);
}
}
mergeSort_();
let x_146 : f32 = gl_FragCoord.y;
if ((i32(x_146) < 30)) {
let x_153 : i32 = data[0];
grey = (0.5 + (f32(x_153) / 10.0));
} else {
let x_158 : f32 = gl_FragCoord.y;
if ((i32(x_158) < 60)) {
let x_165 : i32 = data[1];
grey = (0.5 + (f32(x_165) / 10.0));
} else {
let x_170 : f32 = gl_FragCoord.y;
if ((i32(x_170) < 90)) {
let x_177 : i32 = data[2];
grey = (0.5 + (f32(x_177) / 10.0));
} else {
let x_182 : f32 = gl_FragCoord.y;
if ((i32(x_182) < 120)) {
let x_189 : i32 = data[3];
grey = (0.5 + (f32(x_189) / 10.0));
} else {
let x_194 : f32 = gl_FragCoord.y;
if ((i32(x_194) < 150)) {
discard;
} else {
let x_201 : f32 = gl_FragCoord.y;
if ((i32(x_201) < 180)) {
let x_208 : i32 = data[5];
grey = (0.5 + (f32(x_208) / 10.0));
} else {
let x_213 : f32 = gl_FragCoord.y;
if ((i32(x_213) < 210)) {
let x_220 : i32 = data[6];
grey = (0.5 + (f32(x_220) / 10.0));
} else {
let x_225 : f32 = gl_FragCoord.y;
if ((i32(x_225) < 240)) {
let x_232 : i32 = data[7];
grey = (0.5 + (f32(x_232) / 10.0));
} else {
let x_237 : f32 = gl_FragCoord.y;
if ((i32(x_237) < 270)) {
let x_244 : i32 = data[8];
grey = (0.5 + (f32(x_244) / 10.0));
} else {
discard;
}
}
}
}
}
}
}
}
}
let x_248 : f32 = grey;
let x_249 : vec3<f32> = vec3<f32>(x_248, x_248, x_248);
x_GLF_color = vec4<f32>(x_249.x, x_249.y, x_249.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);
}