dawn-cmake/test/vk-gl-cts/graphicsfuzz/unreachable-barrier-in-loops/0-opt.wgsl.expected.glsl

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SKIP: FAILED
#version 310 es
precision mediump float;
struct buf1 {
vec2 injectionSwitch;
};
struct buf2 {
vec2 resolution;
};
struct doesNotMatter {
int x_compute_data[];
};
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
layout (binding = 1) uniform buf1_1 {
vec2 injectionSwitch;
} x_10;
layout (binding = 2) uniform buf2_1 {
vec2 resolution;
} x_13;
layout (binding = 0) buffer doesNotMatter_1 {
int x_compute_data[];
} x_15;
void main_1() {
float A[1] = float[1](0.0f);
int i = 0;
vec4 value = vec4(0.0f, 0.0f, 0.0f, 0.0f);
int m = 0;
int l = 0;
int n = 0;
A[0] = 0.0f;
i = 0;
{
for(; (i < 50); i = (i + 1)) {
if ((i > 0)) {
float x_68 = A[0];
float x_70 = A[0];
A[0] = (x_70 + x_68);
}
}
}
while (true) {
uint x_80 = tint_symbol.x;
if ((x_80 < 100u)) {
value = vec4(0.0f, 0.0f, 0.0f, 1.0f);
m = 0;
{
for(; (m < 1); m = (m + 1)) {
l = 0;
{
for(; (l < 1); l = (l + 1)) {
float x_100 = x_10.injectionSwitch.x;
float x_102 = x_10.injectionSwitch.y;
if ((x_100 > x_102)) {
return;
}
}
}
}
}
n = 0;
{
for(; (n < 1); n = (n + 1)) {
float x_118 = x_10.injectionSwitch.x;
float x_120 = x_10.injectionSwitch.y;
if ((x_118 > x_120)) {
memoryBarrierShared();
}
}
}
} else {
uint x_127 = tint_symbol.x;
if ((x_127 < 120u)) {
float x_133 = A[0];
float x_135 = x_13.resolution.x;
float x_138 = A[0];
float x_140 = x_13.resolution.y;
value = vec4((x_133 / x_135), (x_138 / x_140), 0.0f, 1.0f);
} else {
float x_144 = x_10.injectionSwitch.x;
float x_146 = x_10.injectionSwitch.y;
if ((x_144 > x_146)) {
{
if (false) {
} else {
break;
}
}
continue;
}
}
}
{
if (false) {
} else {
break;
}
}
}
float x_151 = value.x;
x_15.x_compute_data[0] = int(x_151);
float x_155 = value.y;
x_15.x_compute_data[1] = int(x_155);
float x_159 = value.z;
x_15.x_compute_data[2] = int(x_159);
float x_163 = value.w;
x_15.x_compute_data[3] = int(x_163);
return;
}
struct tint_symbol_4 {
uvec3 tint_symbol_2;
};
void tint_symbol_1_inner(uvec3 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol_1(tint_symbol_4 tint_symbol_3) {
tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
return;
}
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_GlobalInvocationID;
tint_symbol_1(inputs);
}
Error parsing GLSL shader:
ERROR: 0:11: '' : array size required
ERROR: 0:12: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.