dawn-cmake/test/vk-gl-cts/graphicsfuzz/stable-triangle-nested-for-.../0.wgsl.expected.glsl

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SKIP: FAILED
#version 310 es
precision mediump float;
struct buf0 {
vec2 resolution;
};
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout (binding = 0) uniform buf0_1 {
vec2 resolution;
} x_17;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a, inout vec2 b, inout vec2 c) {
float x_66 = 0.0f;
float x_67 = 0.0f;
float x_68 = 0.0f;
vec2 param = vec2(0.0f, 0.0f);
vec2 param_1 = vec2(0.0f, 0.0f);
vec2 param_2 = vec2(0.0f, 0.0f);
vec2 param_3 = vec2(0.0f, 0.0f);
vec2 param_4 = vec2(0.0f, 0.0f);
vec2 param_5 = vec2(0.0f, 0.0f);
bool x_135 = false;
bool x_172 = false;
bool x_136_phi = false;
bool x_173_phi = false;
float x_70 = p.x;
float x_72 = a.x;
float x_75 = p.y;
float x_77 = a.y;
float x_81 = b.x;
float x_82 = a.x;
float x_85 = b.y;
float x_86 = a.y;
param = vec2((x_70 - x_72), (x_75 - x_77));
param_1 = vec2((x_81 - x_82), (x_85 - x_86));
float x_90 = param.x;
float x_92 = param_1.y;
float x_95 = param_1.x;
float x_97 = param.y;
float x_99 = ((x_90 * x_92) - (x_95 * x_97));
x_68 = x_99;
float x_100 = p.x;
float x_101 = b.x;
float x_103 = p.y;
float x_104 = b.y;
float x_108 = c.x;
float x_109 = b.x;
float x_112 = c.y;
float x_113 = b.y;
param_2 = vec2((x_100 - x_101), (x_103 - x_104));
param_3 = vec2((x_108 - x_109), (x_112 - x_113));
float x_117 = param_2.x;
float x_119 = param_3.y;
float x_122 = param_3.x;
float x_124 = param_2.y;
float x_126 = ((x_117 * x_119) - (x_122 * x_124));
x_67 = x_126;
bool x_127 = (x_99 < 0.0f);
bool x_129 = (x_127 & (x_126 < 0.0f));
x_136_phi = x_129;
if (!(x_129)) {
x_135 = ((x_99 >= 0.0f) & (x_126 >= 0.0f));
x_136_phi = x_135;
}
if (!(x_136_phi)) {
return 0;
}
float x_140 = p.x;
float x_141 = c.x;
float x_143 = p.y;
float x_144 = c.y;
float x_147 = a.x;
float x_148 = c.x;
float x_150 = a.y;
float x_151 = c.y;
param_4 = vec2((x_140 - x_141), (x_143 - x_144));
param_5 = vec2((x_147 - x_148), (x_150 - x_151));
float x_155 = param_4.x;
float x_157 = param_5.y;
float x_160 = param_5.x;
float x_162 = param_4.y;
float x_164 = ((x_155 * x_157) - (x_160 * x_162));
x_66 = x_164;
bool x_166 = (x_127 & (x_164 < 0.0f));
x_173_phi = x_166;
if (!(x_166)) {
x_172 = ((x_99 >= 0.0f) & (x_164 >= 0.0f));
x_173_phi = x_172;
}
if (!(x_173_phi)) {
return 0;
}
return 1;
}
void main_1() {
vec2 param_6 = vec2(0.0f, 0.0f);
vec2 param_7 = vec2(0.0f, 0.0f);
vec2 param_8 = vec2(0.0f, 0.0f);
vec2 param_9 = vec2(0.0f, 0.0f);
vec4 x_55 = tint_symbol;
vec2 x_58 = x_17.resolution;
param_6 = (vec2(x_55.x, x_55.y) / x_58);
param_7 = vec2(0.699999988f, 0.300000012f);
param_8 = vec2(0.5f, 0.899999976f);
param_9 = vec2(0.100000001f, 0.400000006f);
int x_60 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
if ((x_60 == 1)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 1.0f);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_4 {
vec4 tint_symbol_2;
};
struct tint_symbol_5 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_6 = main_out(x_GLF_color);
return tint_symbol_6;
}
tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
out vec4 x_GLF_color_1;
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_FragCoord;
tint_symbol_5 outputs;
outputs = tint_symbol_1(inputs);
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:61: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:61: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.