dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-unused-access-past-matr.../0-opt.wgsl.expected.glsl

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SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct strided_arr {
float el;
};
struct buf1 {
strided_arr x_GLF_uniform_float_values[3];
};
struct strided_arr_1 {
int el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_int_values[4];
};
layout(binding = 1) uniform buf1_1 {
strided_arr x_GLF_uniform_float_values[3];
} x_6;
layout(binding = 0) uniform buf0_1 {
strided_arr_1 x_GLF_uniform_int_values[4];
} x_8;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
mat4x3 m43 = mat4x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
strided_arr sums[3] = strided_arr[3](strided_arr(0.0f), strided_arr(0.0f), strided_arr(0.0f));
int i = 0;
int a = 0;
int x_67_phi = 0;
float x_44 = x_6.x_GLF_uniform_float_values[1].el;
vec3 x_48 = vec3(0.0f);
m43 = mat4x3(vec3(x_44, 0.0f, 0.0f), vec3(0.0f, x_44, 0.0f), vec3(0.0f, 0.0f, x_44), vec3(0.0f));
int x_51 = x_8.x_GLF_uniform_int_values[0].el;
int x_53 = x_8.x_GLF_uniform_int_values[0].el;
float x_55 = x_6.x_GLF_uniform_float_values[0].el;
m43[x_51][x_53] = x_55;
float x_58 = x_6.x_GLF_uniform_float_values[0].el;
float x_60 = x_6.x_GLF_uniform_float_values[0].el;
float x_62 = x_6.x_GLF_uniform_float_values[0].el;
strided_arr tint_symbol_1 = strided_arr(x_58);
strided_arr tint_symbol_2 = strided_arr(x_60);
strided_arr tint_symbol_3 = strided_arr(x_62);
strided_arr tint_symbol_4[3] = strided_arr[3](tint_symbol_1, tint_symbol_2, tint_symbol_3);
sums = tint_symbol_4;
int x_65 = x_8.x_GLF_uniform_int_values[0].el;
i = x_65;
x_67_phi = x_65;
while (true) {
int x_67 = x_67_phi;
int x_73 = x_8.x_GLF_uniform_int_values[3].el;
if ((x_67 < x_73)) {
} else {
break;
}
int x_77 = x_8.x_GLF_uniform_int_values[0].el;
int x_79 = x_8.x_GLF_uniform_int_values[0].el;
float x_81 = m43[x_67][x_79];
float x_83 = sums[x_77].el;
sums[x_77].el = (x_83 + x_81);
{
int x_68 = (x_67 + 1);
i = x_68;
x_67_phi = x_68;
}
}
int x_87 = x_8.x_GLF_uniform_int_values[1].el;
if ((x_87 == 1)) {
a = 4;
int x_92 = x_8.x_GLF_uniform_int_values[2].el;
int x_94 = x_8.x_GLF_uniform_int_values[0].el;
float x_96 = m43[4][x_94];
float x_98 = sums[x_92].el;
sums[x_92].el = (x_98 + x_96);
}
int x_102 = x_8.x_GLF_uniform_int_values[1].el;
float x_104 = sums[x_102].el;
int x_106 = x_8.x_GLF_uniform_int_values[0].el;
float x_108 = sums[x_106].el;
float x_111 = x_6.x_GLF_uniform_float_values[2].el;
if (((x_104 + x_108) == x_111)) {
int x_117 = x_8.x_GLF_uniform_int_values[0].el;
int x_120 = x_8.x_GLF_uniform_int_values[1].el;
int x_123 = x_8.x_GLF_uniform_int_values[1].el;
int x_126 = x_8.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4(float(x_117), float(x_120), float(x_123), float(x_126));
} else {
int x_130 = x_8.x_GLF_uniform_int_values[1].el;
float x_131 = float(x_130);
x_GLF_color = vec4(x_131, x_131, x_131, x_131);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
main_out tint_symbol() {
main_1();
main_out tint_symbol_5 = main_out(x_GLF_color);
return tint_symbol_5;
}
void main() {
main_out inner_result = tint_symbol();
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
}
Error parsing GLSL shader:
ERROR: 0:77: '[' : matrix index out of range '4'
ERROR: 0:77: '=' : cannot convert from ' temp mediump 3-component vector of float' to ' temp mediump float'
ERROR: 0:77: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.