dawn-cmake/test/vk-gl-cts/graphicsfuzz/stable-mergesort-for-always.../1.spvasm.expected.wgsl

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8.3 KiB
WebGPU Shading Language
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2021-07-23 13:10:12 +00:00
[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> x_8 : buf0;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var temp : array<i32, 10>;
var data : array<i32, 10>;
var x_180 : f32;
var x_279 : f32;
var x_65_phi : i32;
var x_93_phi : i32;
var x_102_phi : i32;
var x_280_phi : f32;
let x_62 : f32 = x_8.injectionSwitch.x;
let x_63 : i32 = i32(x_62);
x_65_phi = x_63;
loop {
let x_65 : i32 = x_65_phi;
switch(x_65) {
case 9: {
data[x_65] = -5;
}
case 8: {
data[x_65] = -4;
}
case 7: {
data[x_65] = -3;
}
case 6: {
data[x_65] = -2;
}
case 5: {
data[x_65] = -1;
}
case 4: {
data[x_65] = 0;
}
case 3: {
data[x_65] = 1;
}
case 2: {
data[x_65] = 2;
}
case 1: {
data[x_65] = 3;
}
case 0: {
data[x_65] = 4;
}
default: {
}
}
let x_66 : i32 = (x_65 + 1);
continuing {
x_65_phi = x_66;
if ((x_66 < 10)) {
} else {
break;
}
}
}
x_93_phi = 0;
loop {
var x_94 : i32;
let x_93 : i32 = x_93_phi;
if ((x_93 < 10)) {
} else {
break;
}
continuing {
let x_99 : i32 = data[x_93];
temp[x_93] = x_99;
x_94 = (x_93 + 1);
x_93_phi = x_94;
}
}
x_102_phi = 1;
loop {
var x_103 : i32;
var x_109_phi : i32;
let x_102 : i32 = x_102_phi;
if ((x_102 <= 9)) {
} else {
break;
}
x_109_phi = 0;
loop {
var x_121 : i32;
var x_126 : i32;
var x_121_phi : i32;
var x_124_phi : i32;
var x_126_phi : i32;
var x_148_phi : i32;
var x_151_phi : i32;
var x_161_phi : i32;
let x_109 : i32 = x_109_phi;
if ((x_109 < 9)) {
} else {
break;
}
let x_115 : i32 = (x_109 + x_102);
let x_116 : i32 = (x_115 - 1);
let x_110 : i32 = (x_109 + (2 * x_102));
let x_119 : i32 = min((x_110 - 1), 9);
x_121_phi = x_109;
x_124_phi = x_115;
x_126_phi = x_109;
loop {
var x_141 : i32;
var x_144 : i32;
var x_125_phi : i32;
var x_127_phi : i32;
x_121 = x_121_phi;
let x_124 : i32 = x_124_phi;
x_126 = x_126_phi;
if (((x_126 <= x_116) && (x_124 <= x_119))) {
} else {
break;
}
let x_133 : ptr<function, i32> = &(data[x_126]);
let x_134 : i32 = *(x_133);
let x_135 : ptr<function, i32> = &(data[x_124]);
let x_136 : i32 = *(x_135);
let x_122 : i32 = bitcast<i32>((x_121 + bitcast<i32>(1)));
if ((x_134 < x_136)) {
x_141 = bitcast<i32>((x_126 + bitcast<i32>(1)));
let x_142 : i32 = *(x_133);
temp[x_121] = x_142;
x_125_phi = x_124;
x_127_phi = x_141;
} else {
x_144 = (x_124 + 1);
let x_145 : i32 = *(x_135);
temp[x_121] = x_145;
x_125_phi = x_144;
x_127_phi = x_126;
}
let x_125 : i32 = x_125_phi;
let x_127 : i32 = x_127_phi;
continuing {
x_121_phi = x_122;
x_124_phi = x_125;
x_126_phi = x_127;
}
}
x_148_phi = x_121;
x_151_phi = x_126;
loop {
var x_149 : i32;
var x_152 : i32;
let x_148 : i32 = x_148_phi;
let x_151 : i32 = x_151_phi;
if (((x_151 < 10) && (x_151 <= x_116))) {
} else {
break;
}
continuing {
x_149 = (x_148 + 1);
x_152 = (x_151 + 1);
let x_158 : i32 = data[x_151];
temp[x_148] = x_158;
x_148_phi = x_149;
x_151_phi = x_152;
}
}
x_161_phi = x_109;
loop {
var x_162 : i32;
let x_161 : i32 = x_161_phi;
if ((x_161 <= x_119)) {
} else {
break;
}
continuing {
let x_167 : i32 = temp[x_161];
data[x_161] = x_167;
x_162 = (x_161 + 1);
x_161_phi = x_162;
}
}
continuing {
x_109_phi = x_110;
}
}
continuing {
x_103 = (2 * x_102);
x_102_phi = x_103;
}
}
var x_171 : i32;
var x_189 : f32;
var x_278 : f32;
var x_279_phi : f32;
let x_170 : f32 = gl_FragCoord.y;
x_171 = i32(x_170);
if ((x_171 < 30)) {
let x_177 : i32 = data[0];
x_180 = (0.5 + (f32(x_177) * 0.100000001));
x_280_phi = x_180;
} else {
var x_198 : f32;
var x_277 : f32;
var x_278_phi : f32;
if ((x_171 < 60)) {
let x_186 : i32 = data[1];
x_189 = (0.5 + (f32(x_186) * 0.100000001));
x_279_phi = x_189;
} else {
var x_207 : f32;
var x_249 : f32;
var x_277_phi : f32;
if ((x_171 < 90)) {
let x_195 : i32 = data[2];
x_198 = (0.5 + (f32(x_195) * 0.100000001));
x_278_phi = x_198;
} else {
if ((x_171 < 120)) {
let x_204 : i32 = data[3];
x_207 = (0.5 + (f32(x_204) * 0.100000001));
x_277_phi = x_207;
} else {
var x_220 : f32;
var x_248 : f32;
var x_249_phi : f32;
var x_256_phi : vec2<f32>;
var x_259_phi : i32;
if ((x_171 < 150)) {
discard;
} else {
var x_229 : f32;
var x_247 : f32;
var x_248_phi : f32;
if ((x_171 < 180)) {
let x_217 : i32 = data[5];
x_220 = (0.5 + (f32(x_217) * 0.100000001));
x_249_phi = x_220;
} else {
var x_238 : f32;
var x_246 : f32;
var x_247_phi : f32;
if ((x_171 < 210)) {
let x_226 : i32 = data[6];
x_229 = (0.5 + (f32(x_226) * 0.100000001));
x_248_phi = x_229;
} else {
if ((x_171 < 240)) {
let x_235 : i32 = data[7];
x_238 = (0.5 + (f32(x_235) * 0.100000001));
x_247_phi = x_238;
} else {
if ((x_171 < 270)) {
} else {
discard;
}
let x_243 : i32 = data[8];
x_246 = (0.5 + (f32(x_243) * 0.100000001));
x_247_phi = x_246;
}
x_247 = x_247_phi;
x_248_phi = x_247;
}
x_248 = x_248_phi;
x_249_phi = x_248;
}
x_249 = x_249_phi;
let x_251 : f32 = x_8.injectionSwitch.y;
let x_252 : bool = (x_62 > x_251);
if (x_252) {
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
x_256_phi = vec2<f32>(1.0, 1.0);
x_259_phi = 0;
loop {
var x_272 : vec2<f32>;
var x_260 : i32;
var x_273_phi : vec2<f32>;
let x_256 : vec2<f32> = x_256_phi;
let x_259 : i32 = x_259_phi;
if ((x_259 <= 32)) {
} else {
break;
}
x_273_phi = x_256;
if ((x_256.x < 0.0)) {
if (x_252) {
discard;
}
x_272 = x_256;
x_272.y = (x_256.y + 1.0);
x_273_phi = x_272;
}
let x_273 : vec2<f32> = x_273_phi;
var x_257_1 : vec2<f32> = x_273;
x_257_1.x = (x_273.x + x_273.y);
let x_257 : vec2<f32> = x_257_1;
continuing {
x_260 = (x_259 + 1);
x_256_phi = x_257;
x_259_phi = x_260;
}
}
}
x_277_phi = x_249;
}
x_277 = x_277_phi;
x_278_phi = x_277;
}
x_278 = x_278_phi;
x_279_phi = x_278;
}
x_279 = x_279_phi;
x_280_phi = x_279;
}
let x_280 : f32 = x_280_phi;
x_GLF_color = vec4<f32>(x_280, x_280, x_280, 1.0);
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}