dawn-cmake/test/vk-gl-cts/graphicsfuzz/unreachable-barrier-in-loops/0-opt.spvasm.expected.hlsl

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2021-07-23 13:10:12 +00:00
static uint3 gl_GlobalInvocationID = uint3(0u, 0u, 0u);
cbuffer cbuffer_x_10 : register(b1, space0) {
uint4 x_10[1];
};
cbuffer cbuffer_x_13 : register(b2, space0) {
uint4 x_13[1];
};
RWByteAddressBuffer x_15 : register(u0, space0);
void main_1() {
float A[1] = (float[1])0;
int i = 0;
float4 value = float4(0.0f, 0.0f, 0.0f, 0.0f);
int m = 0;
int l = 0;
int n = 0;
A[0] = 0.0f;
i = 0;
{
for(; (i < 50); i = (i + 1)) {
if ((i > 0)) {
const float x_68 = A[0];
const float x_70 = A[0];
A[0] = (x_70 + x_68);
}
}
}
while (true) {
const uint x_80 = gl_GlobalInvocationID.x;
if ((x_80 < 100u)) {
value = float4(0.0f, 0.0f, 0.0f, 1.0f);
m = 0;
{
for(; (m < 1); m = (m + 1)) {
l = 0;
{
for(; (l < 1); l = (l + 1)) {
const float x_100 = asfloat(x_10[0].x);
const float x_102 = asfloat(x_10[0].y);
if ((x_100 > x_102)) {
return;
}
}
}
}
}
n = 0;
{
for(; (n < 1); n = (n + 1)) {
const float x_118 = asfloat(x_10[0].x);
const float x_120 = asfloat(x_10[0].y);
if ((x_118 > x_120)) {
GroupMemoryBarrierWithGroupSync();
}
}
}
} else {
const uint x_127 = gl_GlobalInvocationID.x;
if ((x_127 < 120u)) {
const float x_133 = A[0];
const float x_135 = asfloat(x_13[0].x);
const float x_138 = A[0];
const float x_140 = asfloat(x_13[0].y);
value = float4((x_133 / x_135), (x_138 / x_140), 0.0f, 1.0f);
} else {
const float x_144 = asfloat(x_10[0].x);
const float x_146 = asfloat(x_10[0].y);
if ((x_144 > x_146)) {
{
if (false) {
} else {
break;
}
}
continue;
}
}
}
{
if (false) {
} else {
break;
}
}
}
const float x_151 = value.x;
x_15.Store((4u * uint(0)), asuint(int(x_151)));
const float x_155 = value.y;
x_15.Store(4u, asuint(int(x_155)));
const float x_159 = value.z;
x_15.Store(8u, asuint(int(x_159)));
const float x_163 = value.w;
x_15.Store(12u, asuint(int(x_163)));
return;
}
struct tint_symbol_1 {
uint3 gl_GlobalInvocationID_param : SV_DispatchThreadID;
};
[numthreads(1, 1, 1)]
void main(tint_symbol_1 tint_symbol) {
const uint3 gl_GlobalInvocationID_param = tint_symbol.gl_GlobalInvocationID_param;
gl_GlobalInvocationID = gl_GlobalInvocationID_param;
main_1();
return;
}