dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-optimize-phis-for-for-d.../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<i32, 3>;
[[block]]
struct buf1 {
x_GLF_uniform_int_values : Arr;
};
type Arr_1 = [[stride(16)]] array<f32, 1>;
[[block]]
struct buf0 {
x_GLF_uniform_float_values : Arr_1;
};
[[group(0), binding(1)]] var<uniform> x_7 : buf1;
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_11 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : i32;
var i : i32;
var j : i32;
let x_36 : i32 = x_7.x_GLF_uniform_int_values[2];
a = x_36;
let x_38 : i32 = x_7.x_GLF_uniform_int_values[2];
i = x_38;
loop {
let x_43 : i32 = i;
let x_45 : i32 = x_7.x_GLF_uniform_int_values[0];
if ((x_43 < x_45)) {
} else {
break;
}
let x_49 : i32 = x_7.x_GLF_uniform_int_values[2];
j = x_49;
loop {
let x_54 : i32 = j;
let x_56 : i32 = x_7.x_GLF_uniform_int_values[0];
if ((x_54 < x_56)) {
} else {
break;
}
loop {
let x_64 : i32 = x_7.x_GLF_uniform_int_values[1];
a = x_64;
let x_66 : f32 = gl_FragCoord.y;
let x_68 : f32 = x_11.x_GLF_uniform_float_values[0];
if ((x_66 < x_68)) {
discard;
}
continuing {
let x_72 : i32 = a;
let x_74 : i32 = x_7.x_GLF_uniform_int_values[1];
if ((x_72 < x_74)) {
} else {
break;
}
}
}
let x_77 : f32 = gl_FragCoord.y;
let x_79 : f32 = x_11.x_GLF_uniform_float_values[0];
if ((x_77 < x_79)) {
break;
}
continuing {
let x_83 : i32 = j;
j = (x_83 + 1);
}
}
continuing {
let x_85 : i32 = i;
i = (x_85 + 1);
}
}
let x_87 : i32 = a;
let x_89 : i32 = x_7.x_GLF_uniform_int_values[1];
if ((x_87 == x_89)) {
let x_94 : i32 = a;
let x_97 : i32 = x_7.x_GLF_uniform_int_values[2];
let x_100 : i32 = x_7.x_GLF_uniform_int_values[2];
let x_102 : i32 = a;
x_GLF_color = vec4<f32>(f32(x_94), f32(x_97), f32(x_100), f32(x_102));
} else {
let x_106 : i32 = x_7.x_GLF_uniform_int_values[2];
let x_107 : f32 = f32(x_106);
x_GLF_color = vec4<f32>(x_107, x_107, x_107, x_107);
}
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);
}