dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-nested-loop-undefined-s.../0-opt.wgsl.expected.wgsl

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WebGPU Shading Language
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2021-07-23 13:10:12 +00:00
type Arr = [[stride(16)]] array<f32, 2>;
[[block]]
struct buf0 {
x_GLF_uniform_float_values : Arr;
};
type Arr_1 = [[stride(16)]] array<i32, 4>;
[[block]]
struct buf1 {
x_GLF_uniform_int_values : Arr_1;
};
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
[[group(0), binding(1)]] var<uniform> x_10 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var v0 : vec4<f32>;
var v1 : vec4<f32>;
var a : i32;
var c : i32;
let x_41 : f32 = x_6.x_GLF_uniform_float_values[1];
v0 = vec4<f32>(x_41, x_41, x_41, x_41);
let x_44 : f32 = x_6.x_GLF_uniform_float_values[0];
v1 = vec4<f32>(x_44, x_44, x_44, x_44);
let x_47 : i32 = x_10.x_GLF_uniform_int_values[1];
a = x_47;
loop {
let x_52 : i32 = a;
let x_54 : i32 = x_10.x_GLF_uniform_int_values[0];
if ((x_52 < x_54)) {
} else {
break;
}
let x_58 : i32 = x_10.x_GLF_uniform_int_values[3];
c = x_58;
loop {
let x_63 : i32 = c;
let x_65 : i32 = x_10.x_GLF_uniform_int_values[2];
if ((x_63 < x_65)) {
} else {
break;
}
let x_68 : i32 = c;
let x_69 : i32 = clamp(x_68, 0, 3);
let x_71 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_73 : f32 = v0[x_69];
v0[x_69] = (x_73 - x_71);
let x_77 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_79 : i32 = x_10.x_GLF_uniform_int_values[3];
if ((x_77 == x_79)) {
let x_83 : i32 = a;
let x_85 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_87 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_89 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_91 : vec4<f32> = v0;
let x_93 : i32 = a;
v1[x_83] = smoothStep(vec4<f32>(x_85, x_87, x_89, 3.0), vec4<f32>(1.0, 1.0, 1.0, 1.0), x_91)[x_93];
}
continuing {
let x_96 : i32 = c;
c = (x_96 + 1);
}
}
continuing {
let x_98 : i32 = a;
a = (x_98 + 1);
}
}
let x_101 : f32 = v1.x;
let x_103 : f32 = x_6.x_GLF_uniform_float_values[0];
if ((x_101 == x_103)) {
let x_109 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_112 : i32 = x_10.x_GLF_uniform_int_values[3];
let x_115 : i32 = x_10.x_GLF_uniform_int_values[3];
let x_118 : i32 = x_10.x_GLF_uniform_int_values[1];
x_GLF_color = vec4<f32>(f32(x_109), f32(x_112), f32(x_115), f32(x_118));
} else {
let x_122 : i32 = x_10.x_GLF_uniform_int_values[3];
let x_123 : f32 = f32(x_122);
x_GLF_color = vec4<f32>(x_123, x_123, x_123, x_123);
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}