dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-declare-bvec4/1.spvasm.expected.hlsl

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2021-07-23 13:10:12 +00:00
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_20 : register(b0, space0) {
uint4 x_20[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
static int index = 0;
static int state[16] = (int[16])0;
bool collision_vf2_vf4_(inout float2 pos, inout float4 quad) {
bool4 x_116 = bool4(false, false, false, false);
const float x_118 = pos.x;
const float x_120 = quad.x;
if ((x_118 < x_120)) {
return false;
}
const float x_125 = pos.y;
const float x_127 = quad.y;
if ((x_125 < x_127)) {
return false;
}
const float x_132 = pos.x;
const float x_134 = quad.x;
const float x_136 = quad.z;
if ((x_132 > (x_134 + x_136))) {
return false;
}
const float x_142 = pos.y;
const float x_144 = quad.y;
const float x_146 = quad.w;
if ((x_142 > (x_144 + x_146))) {
return false;
}
return true;
}
float4 match_vf2_(inout float2 pos_1) {
float4 res = float4(0.0f, 0.0f, 0.0f, 0.0f);
int i = 0;
float2 param = float2(0.0f, 0.0f);
float4 param_1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 indexable[8] = (float4[8])0;
float4 indexable_1[8] = (float4[8])0;
float4 indexable_2[8] = (float4[8])0;
float4 indexable_3[16] = (float4[16])0;
res = float4(0.5f, 0.5f, 1.0f, 1.0f);
i = 0;
{
for(; (i < 8); i = (i + 1)) {
const int x_159 = i;
const float2 x_160 = pos_1;
param = x_160;
const float4 tint_symbol_5[8] = {float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)};
indexable = tint_symbol_5;
const float4 x_162 = indexable[x_159];
param_1 = x_162;
const bool x_163 = collision_vf2_vf4_(param, param_1);
if (x_163) {
const int x_166 = i;
const float4 tint_symbol_6[8] = {float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)};
indexable_1 = tint_symbol_6;
const float x_168 = indexable_1[x_166].x;
const int x_170 = i;
const float4 tint_symbol_7[8] = {float4(4.0f, 4.0f, 20.0f, 4.0f), float4(4.0f, 4.0f, 4.0f, 20.0f), float4(4.0f, 20.0f, 20.0f, 4.0f), float4(20.0f, 4.0f, 4.0f, 8.0f), float4(8.0f, 6.0f, 4.0f, 2.0f), float4(2.0f, 12.0f, 2.0f, 4.0f), float4(16.0f, 2.0f, 4.0f, 4.0f), float4(12.0f, 22.0f, 4.0f, 4.0f)};
indexable_2 = tint_symbol_7;
const float x_172 = indexable_2[x_170].y;
const int x_175 = i;
const float4 tint_symbol_8[16] = {float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)};
indexable_3 = tint_symbol_8;
const float4 x_181 = indexable_3[((((int(x_168) * int(x_172)) + (x_175 * 9)) + 11) % 16)];
res = x_181;
}
}
}
return res;
}
void main_1() {
float2 lin = float2(0.0f, 0.0f);
float2 param_2 = float2(0.0f, 0.0f);
const float4 x_105 = gl_FragCoord;
const float2 x_108 = asfloat(x_20[0].xy);
lin = (float2(x_105.x, x_105.y) / x_108);
lin = floor((lin * 32.0f));
param_2 = lin;
const float4 x_114 = match_vf2_(param_2);
x_GLF_color = x_114;
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
const tint_symbol_2 tint_symbol_9 = {tint_symbol_3.x_GLF_color_1};
return tint_symbol_9;
}