dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-composite2/1.spvasm.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ float2 resolution;
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};
struct tint_array_wrapper {
float4 arr[16];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
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float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_6, thread float4* const tint_symbol_4, thread float4* const tint_symbol_5) {
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tint_array_wrapper indexable = {};
int x_72 = 0;
int x_72_phi = 0;
int x_75_phi = 0;
float4 const x_54 = *(tint_symbol_4);
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float2 const x_55 = float2(x_54.x, x_54.y);
float2 const x_58 = x_6.resolution;
float2 const x_59 = (x_55 / x_58);
int const x_70 = as_type<int>((as_type<uint>(int((x_59.x * float4(float4(0.0f, x_55, 0.5f).w, 10.0f, float2(0.0f, 0.0f)).y))) + as_type<uint>(as_type<int>((as_type<uint>(int((x_59.y * 10.0f))) * as_type<uint>(10))))));
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x_72_phi = 100;
x_75_phi = 0;
while (true) {
int x_73 = 0;
int x_76 = 0;
x_72 = x_72_phi;
int const x_75 = x_75_phi;
if ((x_75 < x_70)) {
} else {
break;
}
{
x_73 = (as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(4) * as_type<uint>(as_type<int>(x_72))))) * as_type<uint>(as_type<int>((as_type<uint>(1000) - as_type<uint>(as_type<int>(x_72))))))) / 1000);
x_76 = as_type<int>((as_type<uint>(x_75) + as_type<uint>(1)));
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x_72_phi = x_73;
x_75_phi = x_76;
}
}
tint_array_wrapper const tint_symbol_2 = {.arr={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 = tint_symbol_2;
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float4 const x_84 = indexable.arr[as_type<int>((x_72 % 16))];
*(tint_symbol_5) = x_84;
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return;
}
main_out tint_symbol_inner(constant buf0& x_6, float4 gl_FragCoord_param, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
*(tint_symbol_6) = gl_FragCoord_param;
main_1(x_6, tint_symbol_6, tint_symbol_7);
main_out const tint_symbol_3 = {.x_GLF_color_1=*(tint_symbol_7)};
return tint_symbol_3;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[buffer(0)]]) {
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thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_6, gl_FragCoord_param, &(tint_symbol_8), &(tint_symbol_9));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
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}