dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-optimize-phis-for/0-opt.wgsl.expected.hlsl

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cbuffer cbuffer_x_7 : register(b0, space0) {
uint4 x_7[2];
};
cbuffer cbuffer_x_11 : register(b1, space0) {
uint4 x_11[3];
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float a = 0.0f;
float b = 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;
const uint scalar_offset = ((16u * uint(0))) / 4;
const float x_104 = asfloat(x_7[scalar_offset / 4][scalar_offset % 4]);
a = x_104;
const float x_106 = asfloat(x_7[1].x);
b = x_106;
const int x_24 = asint(x_11[1].x);
i = x_24;
while (true) {
const int x_25 = i;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const int x_26 = asint(x_11[scalar_offset_1 / 4][scalar_offset_1 % 4]);
if ((x_25 < x_26)) {
} else {
break;
}
const int x_27 = asint(x_11[1].x);
i_1 = x_27;
while (true) {
const int x_28 = i_1;
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_29 = asint(x_11[scalar_offset_2 / 4][scalar_offset_2 % 4]);
if ((x_28 < x_29)) {
} else {
break;
}
const int x_30 = asint(x_11[1].x);
i_2 = x_30;
while (true) {
const int x_31 = i_2;
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_32 = asint(x_11[scalar_offset_3 / 4][scalar_offset_3 % 4]);
if ((x_31 < x_32)) {
} else {
break;
}
const int x_33 = asint(x_11[2].x);
i_3 = x_33;
while (true) {
const int x_34 = i_3;
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const int x_35 = asint(x_11[scalar_offset_4 / 4][scalar_offset_4 % 4]);
if ((x_34 < x_35)) {
} else {
break;
}
const int x_36 = asint(x_11[2].x);
i_4 = x_36;
while (true) {
const int x_37 = i_4;
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const int x_38 = asint(x_11[scalar_offset_5 / 4][scalar_offset_5 % 4]);
if ((x_37 < x_38)) {
} else {
break;
}
const int x_39 = asint(x_11[1].x);
i_5 = x_39;
while (true) {
const int x_40 = i_5;
const uint scalar_offset_6 = ((16u * uint(0))) / 4;
const int x_41 = asint(x_11[scalar_offset_6 / 4][scalar_offset_6 % 4]);
if ((x_40 < x_41)) {
} else {
break;
}
const int x_42 = asint(x_11[1].x);
i_6 = x_42;
while (true) {
const int x_43 = i_6;
const uint scalar_offset_7 = ((16u * uint(0))) / 4;
const int x_44 = asint(x_11[scalar_offset_7 / 4][scalar_offset_7 % 4]);
if ((x_43 < x_44)) {
} else {
break;
}
const int x_45 = asint(x_11[1].x);
i_7 = x_45;
while (true) {
const int x_46 = i_7;
const uint scalar_offset_8 = ((16u * uint(0))) / 4;
const int x_47 = asint(x_11[scalar_offset_8 / 4][scalar_offset_8 % 4]);
if ((x_46 < x_47)) {
} else {
break;
}
const int x_48 = asint(x_11[1].x);
i_8 = x_48;
while (true) {
const int x_49 = i_8;
const uint scalar_offset_9 = ((16u * uint(0))) / 4;
const int x_50 = asint(x_11[scalar_offset_9 / 4][scalar_offset_9 % 4]);
if ((x_49 < x_50)) {
} else {
break;
}
const int x_51 = asint(x_11[1].x);
i_9 = x_51;
while (true) {
const int x_52 = i_9;
const uint scalar_offset_10 = ((16u * uint(0))) / 4;
const int x_53 = asint(x_11[scalar_offset_10 / 4][scalar_offset_10 % 4]);
if ((x_52 < x_53)) {
} else {
break;
}
const int x_54 = asint(x_11[1].x);
i_10 = x_54;
while (true) {
const int x_55 = i_10;
const uint scalar_offset_11 = ((16u * uint(0))) / 4;
const int x_56 = asint(x_11[scalar_offset_11 / 4][scalar_offset_11 % 4]);
if ((x_55 < x_56)) {
} else {
break;
}
const float x_196 = asfloat(x_7[1].x);
a = x_196;
const float x_198 = gl_FragCoord.y;
const float x_200 = asfloat(x_7[1].x);
if ((x_198 > x_200)) {
break;
}
{
i_10 = (i_10 + 1);
}
}
{
i_9 = (i_9 + 1);
}
}
{
i_8 = (i_8 + 1);
}
}
{
i_7 = (i_7 + 1);
}
}
{
i_6 = (i_6 + 1);
}
}
{
i_5 = (i_5 + 1);
}
}
{
i_4 = (i_4 + 1);
}
}
{
i_3 = (i_3 + 1);
}
}
{
i_2 = (i_2 + 1);
}
}
{
i_1 = (i_1 + 1);
}
}
b = (b + 1.0f);
{
i = (i + 1);
}
}
x_GLF_color = float4(b, a, a, b);
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;
};
main_out main_inner(float4 gl_FragCoord_param) {
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gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_5 = {x_GLF_color};
return tint_symbol_5;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
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}