dawn-cmake/test/vk-gl-cts/graphicsfuzz/stable-quicksort-for-loop-w.../2-opt.wgsl

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WebGPU Shading Language
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2021-07-23 13:10:12 +00:00
struct QuicksortObject {
numbers : array<i32, 10>;
};
struct buf0 {
injectionSwitch : vec2<f32>;
};
struct buf1 {
resolution : vec2<f32>;
};
var<private> obj : QuicksortObject;
var<private> x_GLF_FragCoord : vec4<f32>;
var<private> x_GLF_pos : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_33 : buf0;
[[group(0), binding(1)]] var<uniform> x_36 : buf1;
var<private> frag_color : vec4<f32>;
var<private> gl_Position : vec4<f32>;
fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) {
var temp : i32;
let x_250 : i32 = *(i);
let x_252 : i32 = obj.numbers[x_250];
temp = x_252;
let x_253 : i32 = *(i);
let x_254 : i32 = *(j);
let x_256 : i32 = obj.numbers[x_254];
obj.numbers[x_253] = x_256;
let x_258 : i32 = *(j);
let x_259 : i32 = temp;
obj.numbers[x_258] = x_259;
return;
}
fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 {
var pivot : i32;
var i_1 : i32;
var j_1 : i32;
var param : i32;
var param_1 : i32;
var param_2 : i32;
var param_3 : i32;
let x_262 : i32 = *(h);
let x_264 : i32 = obj.numbers[x_262];
pivot = x_264;
let x_265 : i32 = *(l);
i_1 = (x_265 - 1);
let x_267 : i32 = *(l);
j_1 = x_267;
loop {
let x_272 : i32 = j_1;
let x_273 : i32 = *(h);
if ((x_272 <= (x_273 - 1))) {
} else {
break;
}
let x_277 : i32 = j_1;
let x_279 : i32 = obj.numbers[x_277];
let x_280 : i32 = pivot;
if ((x_279 <= x_280)) {
let x_284 : i32 = i_1;
i_1 = (x_284 + 1);
let x_286 : i32 = i_1;
param = x_286;
let x_287 : i32 = j_1;
param_1 = x_287;
swap_i1_i1_(&(param), &(param_1));
}
continuing {
let x_289 : i32 = j_1;
j_1 = (x_289 + 1);
}
}
let x_291 : i32 = i_1;
param_2 = (x_291 + 1);
let x_293 : i32 = *(h);
param_3 = x_293;
swap_i1_i1_(&(param_2), &(param_3));
let x_295 : i32 = i_1;
return (x_295 + 1);
}
fn quicksort_() {
var l_1 : i32;
var h_1 : i32;
var top : i32;
var stack : array<i32, 10>;
var p : i32;
var param_4 : i32;
var param_5 : i32;
l_1 = 0;
h_1 = 9;
top = -1;
let x_298 : i32 = top;
let x_299 : i32 = (x_298 + 1);
top = x_299;
let x_300 : i32 = l_1;
stack[x_299] = x_300;
let x_302 : i32 = top;
let x_303 : i32 = (x_302 + 1);
top = x_303;
let x_304 : i32 = h_1;
stack[x_303] = x_304;
loop {
let x_310 : i32 = top;
if ((x_310 >= 0)) {
} else {
break;
}
let x_313 : i32 = top;
top = (x_313 - 1);
let x_316 : i32 = stack[x_313];
h_1 = x_316;
let x_317 : i32 = top;
top = (x_317 - 1);
let x_320 : i32 = stack[x_317];
l_1 = x_320;
let x_321 : i32 = l_1;
param_4 = x_321;
let x_322 : i32 = h_1;
param_5 = x_322;
let x_323 : i32 = performPartition_i1_i1_(&(param_4), &(param_5));
p = x_323;
let x_324 : i32 = p;
let x_326 : i32 = l_1;
if (((x_324 - 1) > x_326)) {
let x_330 : i32 = top;
let x_331 : i32 = (x_330 + 1);
top = x_331;
let x_332 : i32 = l_1;
stack[x_331] = x_332;
let x_334 : i32 = top;
let x_335 : i32 = (x_334 + 1);
top = x_335;
let x_336 : i32 = p;
stack[x_335] = (x_336 - 1);
}
let x_339 : i32 = p;
let x_341 : i32 = h_1;
if (((x_339 + 1) < x_341)) {
let x_345 : i32 = top;
let x_346 : i32 = (x_345 + 1);
top = x_346;
let x_347 : i32 = p;
stack[x_346] = (x_347 + 1);
let x_350 : i32 = top;
let x_351 : i32 = (x_350 + 1);
top = x_351;
let x_352 : i32 = h_1;
stack[x_351] = x_352;
}
}
return;
}
fn main_1() {
var i_2 : i32;
var uv : vec2<f32>;
var color : vec3<f32>;
let x_94 : vec4<f32> = x_GLF_pos;
x_GLF_FragCoord = ((x_94 + vec4<f32>(1.0, 1.0, 0.0, 0.0)) * vec4<f32>(128.0, 128.0, 1.0, 1.0));
i_2 = 0;
loop {
let x_101 : i32 = i_2;
if ((x_101 < 10)) {
} else {
break;
}
let x_104 : i32 = i_2;
let x_105 : i32 = i_2;
obj.numbers[x_104] = (10 - x_105);
let x_109 : f32 = x_33.injectionSwitch.x;
let x_111 : f32 = x_33.injectionSwitch.y;
if ((x_109 > x_111)) {
break;
}
let x_115 : i32 = i_2;
let x_116 : i32 = i_2;
let x_118 : i32 = obj.numbers[x_116];
let x_119 : i32 = i_2;
let x_121 : i32 = obj.numbers[x_119];
obj.numbers[x_115] = (x_118 * x_121);
continuing {
let x_124 : i32 = i_2;
i_2 = (x_124 + 1);
}
}
quicksort_();
let x_127 : vec4<f32> = x_GLF_FragCoord;
let x_130 : vec2<f32> = x_36.resolution;
uv = (vec2<f32>(x_127.x, x_127.y) / x_130);
color = vec3<f32>(1.0, 2.0, 3.0);
let x_133 : i32 = obj.numbers[0];
let x_136 : f32 = color.x;
color.x = (x_136 + f32(x_133));
let x_140 : f32 = uv.x;
if ((x_140 > 0.25)) {
let x_145 : i32 = obj.numbers[1];
let x_148 : f32 = color.x;
color.x = (x_148 + f32(x_145));
}
let x_152 : f32 = uv.x;
if ((x_152 > 0.5)) {
let x_157 : i32 = obj.numbers[2];
let x_160 : f32 = color.y;
color.y = (x_160 + f32(x_157));
}
let x_164 : f32 = uv.x;
if ((x_164 > 0.75)) {
let x_169 : i32 = obj.numbers[3];
let x_172 : f32 = color.z;
color.z = (x_172 + f32(x_169));
}
let x_176 : i32 = obj.numbers[4];
let x_179 : f32 = color.y;
color.y = (x_179 + f32(x_176));
let x_183 : f32 = uv.y;
if ((x_183 > 0.25)) {
let x_188 : i32 = obj.numbers[5];
let x_191 : f32 = color.x;
color.x = (x_191 + f32(x_188));
}
let x_195 : f32 = uv.y;
if ((x_195 > 0.5)) {
let x_200 : i32 = obj.numbers[6];
let x_203 : f32 = color.y;
color.y = (x_203 + f32(x_200));
}
let x_207 : f32 = uv.y;
if ((x_207 > 0.75)) {
let x_212 : i32 = obj.numbers[7];
let x_215 : f32 = color.z;
color.z = (x_215 + f32(x_212));
}
let x_219 : i32 = obj.numbers[8];
let x_222 : f32 = color.z;
color.z = (x_222 + f32(x_219));
let x_226 : f32 = uv.x;
let x_228 : f32 = uv.y;
if ((abs((x_226 - x_228)) < 0.25)) {
let x_235 : i32 = obj.numbers[9];
let x_238 : f32 = color.x;
color.x = (x_238 + f32(x_235));
}
let x_241 : vec3<f32> = color;
let x_242 : vec3<f32> = normalize(x_241);
frag_color = vec4<f32>(x_242.x, x_242.y, x_242.z, 1.0);
let x_247 : vec4<f32> = x_GLF_pos;
gl_Position = x_247;
return;
}
struct main_out {
[[location(0)]]
frag_color_1 : vec4<f32>;
[[builtin(position)]]
gl_Position : vec4<f32>;
};
[[stage(vertex)]]
fn main([[location(0)]] x_GLF_pos_param : vec4<f32>) -> main_out {
x_GLF_pos = x_GLF_pos_param;
main_1();
return main_out(frag_color, gl_Position);
}