dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-bitcount/0-opt.wgsl

84 lines
1.8 KiB
WebGPU Shading Language
Raw Normal View History

struct strided_arr {
@size(16)
el : f32,
}
alias Arr = array<strided_arr, 1u>;
2021-07-23 13:10:12 +00:00
struct buf0 {
x_GLF_uniform_float_values : Arr,
}
2021-07-23 13:10:12 +00:00
struct strided_arr_1 {
@size(16)
el : i32,
}
alias Arr_1 = array<strided_arr_1, 3u>;
2021-07-23 13:10:12 +00:00
struct buf1 {
x_GLF_uniform_int_values : Arr_1,
}
2021-07-23 13:10:12 +00:00
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_8 : buf0;
2021-07-23 13:10:12 +00:00
@group(0) @binding(1) var<uniform> x_11 : buf1;
2021-07-23 13:10:12 +00:00
var<private> x_GLF_color : vec4<f32>;
fn f1_() -> i32 {
var a : i32;
var i : i32;
a = 256;
let x_65 : f32 = gl_FragCoord.y;
let x_67 : f32 = x_8.x_GLF_uniform_float_values[0].el;
2021-07-23 13:10:12 +00:00
if ((x_65 > x_67)) {
let x_71 : i32 = a;
a = (x_71 + 1);
}
let x_73 : i32 = a;
i = countOneBits(x_73);
let x_75 : i32 = i;
let x_77 : i32 = x_11.x_GLF_uniform_int_values[0].el;
2021-07-23 13:10:12 +00:00
if ((x_75 < x_77)) {
let x_82 : i32 = x_11.x_GLF_uniform_int_values[0].el;
2021-07-23 13:10:12 +00:00
return x_82;
}
let x_83 : i32 = i;
return x_83;
}
fn main_1() {
var a_1 : i32;
let x_38 : i32 = f1_();
a_1 = x_38;
let x_39 : i32 = a_1;
let x_41 : i32 = x_11.x_GLF_uniform_int_values[2].el;
2021-07-23 13:10:12 +00:00
if ((x_39 == x_41)) {
let x_47 : i32 = x_11.x_GLF_uniform_int_values[0].el;
let x_50 : i32 = x_11.x_GLF_uniform_int_values[1].el;
let x_53 : i32 = x_11.x_GLF_uniform_int_values[1].el;
let x_56 : i32 = x_11.x_GLF_uniform_int_values[0].el;
2021-07-23 13:10:12 +00:00
x_GLF_color = vec4<f32>(f32(x_47), f32(x_50), f32(x_53), f32(x_56));
} else {
let x_60 : i32 = x_11.x_GLF_uniform_int_values[1].el;
2021-07-23 13:10:12 +00:00
let x_61 : f32 = f32(x_60);
x_GLF_color = vec4<f32>(x_61, x_61, x_61, x_61);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
2021-07-23 13:10:12 +00:00
@fragment
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
2021-07-23 13:10:12 +00:00
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}