dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-declare-bvec4/1.wgsl.expected.wgsl

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WebGPU Shading Language
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2021-07-23 13:10:12 +00:00
[[block]]
struct buf0 {
resolution : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_20 : buf0;
var<private> x_GLF_color : vec4<f32>;
var<private> index : i32;
var<private> state : array<i32, 16>;
fn collision_vf2_vf4_(pos : ptr<function, vec2<f32>>, quad : ptr<function, vec4<f32>>) -> bool {
var x_116 : vec4<bool> = vec4<bool>(false, false, false, false);
let x_118 : f32 = (*(pos)).x;
let x_120 : f32 = (*(quad)).x;
if ((x_118 < x_120)) {
return false;
}
let x_125 : f32 = (*(pos)).y;
let x_127 : f32 = (*(quad)).y;
if ((x_125 < x_127)) {
return false;
}
let x_132 : f32 = (*(pos)).x;
let x_134 : f32 = (*(quad)).x;
let x_136 : f32 = (*(quad)).z;
if ((x_132 > (x_134 + x_136))) {
return false;
}
let x_142 : f32 = (*(pos)).y;
let x_144 : f32 = (*(quad)).y;
let x_146 : f32 = (*(quad)).w;
if ((x_142 > (x_144 + x_146))) {
return false;
}
return true;
}
fn match_vf2_(pos_1 : ptr<function, vec2<f32>>) -> vec4<f32> {
var res : vec4<f32>;
var i : i32;
var param : vec2<f32>;
var param_1 : vec4<f32>;
var indexable : array<vec4<f32>, 8>;
var indexable_1 : array<vec4<f32>, 8>;
var indexable_2 : array<vec4<f32>, 8>;
var indexable_3 : array<vec4<f32>, 16>;
res = vec4<f32>(0.5, 0.5, 1.0, 1.0);
i = 0;
loop {
let x_156 : i32 = i;
if ((x_156 < 8)) {
} else {
break;
}
let x_159 : i32 = i;
let x_160 : vec2<f32> = *(pos_1);
param = x_160;
indexable = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
let x_162 : vec4<f32> = indexable[x_159];
param_1 = x_162;
let x_163 : bool = collision_vf2_vf4_(&(param), &(param_1));
if (x_163) {
let x_166 : i32 = i;
indexable_1 = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
let x_168 : f32 = indexable_1[x_166].x;
let x_170 : i32 = i;
indexable_2 = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
let x_172 : f32 = indexable_2[x_170].y;
let x_175 : i32 = i;
indexable_3 = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
let x_181 : vec4<f32> = indexable_3[((((i32(x_168) * i32(x_172)) + (x_175 * 9)) + 11) % 16)];
res = x_181;
}
continuing {
let x_182 : i32 = i;
i = (x_182 + 1);
}
}
let x_184 : vec4<f32> = res;
return x_184;
}
fn main_1() {
var lin : vec2<f32>;
var param_2 : vec2<f32>;
let x_105 : vec4<f32> = gl_FragCoord;
let x_108 : vec2<f32> = x_20.resolution;
lin = (vec2<f32>(x_105.x, x_105.y) / x_108);
let x_110 : vec2<f32> = lin;
lin = floor((x_110 * 32.0));
let x_113 : vec2<f32> = lin;
param_2 = x_113;
let x_114 : vec4<f32> = match_vf2_(&(param_2));
x_GLF_color = x_114;
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);
}