dawn-cmake/test/vk-gl-cts/graphicsfuzz/vector-values-multiplied-by.../0-opt.wgsl.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 [[color(0)]];
};
float func_(constant buf0& x_10, thread float4* const tint_symbol_5) {
bool alwaysFalse = false;
float4 value = 0.0f;
float2 a = 0.0f;
int i = 0;
bool x_121 = false;
bool x_122_phi = false;
float const x_71 = (*(tint_symbol_5)).x;
alwaysFalse = (x_71 < -1.0f);
bool const x_73 = alwaysFalse;
if (x_73) {
float2 const x_76 = a;
float4 const x_77 = value;
value = float4(x_76.x, x_76.y, x_77.z, x_77.w);
}
bool const x_79 = alwaysFalse;
if (!(x_79)) {
float2 const x_84 = x_10.injectionSwitch;
float4 const x_85 = value;
value = float4(x_84.x, x_84.y, x_85.z, x_85.w);
}
float4 const x_87 = *(tint_symbol_5);
float4 const x_89 = value;
float4 const x_93 = value;
float2 const x_95 = (((float2(x_87.x, x_87.y) * float2(x_89.x, x_89.y)) * float2(2.0f, 2.0f)) + float2(x_93.x, x_93.y));
float4 const x_96 = value;
value = float4(x_96.x, x_96.y, x_95.x, x_95.y);
i = 0;
while (true) {
int const x_102 = i;
float const x_104 = x_10.injectionSwitch.y;
if ((x_102 < (int(x_104) + 1))) {
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} else {
break;
}
int const x_109 = i;
value.x = float(x_109);
{
int const x_112 = i;
i = (x_112 + 1);
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}
}
float const x_115 = value.x;
bool const x_116 = (x_115 == 1.0f);
x_122_phi = x_116;
if (x_116) {
float const x_120 = value.y;
x_121 = (x_120 == 1.0f);
x_122_phi = x_121;
}
bool const x_122 = x_122_phi;
if (x_122) {
return 1.0f;
} else {
return 0.0f;
}
return 0.0f;
}
void main_1(constant buf0& x_10, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
int count = 0;
int i_1 = 0;
count = 0;
i_1 = 0;
while (true) {
int const x_51 = i_1;
float const x_53 = x_10.injectionSwitch.y;
if ((x_51 < (int(x_53) + 1))) {
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} else {
break;
}
float const x_58 = func_(x_10, tint_symbol_6);
int const x_60 = count;
count = (x_60 + int(x_58));
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{
int const x_62 = i_1;
i_1 = (x_62 + 1);
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}
}
int const x_64 = count;
if ((x_64 == 2)) {
*(tint_symbol_7) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_7) = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_10 [[buffer(0)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
tint_symbol_8 = gl_FragCoord_param;
main_1(x_10, &(tint_symbol_8), &(tint_symbol_9));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9};
tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_4;
}