dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-composite2/0.spvasm.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 resolution;
};
struct tint_array_wrapper {
float4 arr[16];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_6, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
tint_array_wrapper indexable = {};
int x_66 = 0;
int x_66_phi = 0;
int x_69_phi = 0;
float4 const x_52 = *(tint_symbol_6);
float2 const x_55 = x_6.resolution;
float2 const x_56 = (float2(x_52.x, x_52.y) / x_55);
int const x_64 = as_type<int>((as_type<uint>(int((x_56.x * 10.0f))) + as_type<uint>(as_type<int>((as_type<uint>(int((x_56.y * 10.0f))) * as_type<uint>(10))))));
x_66_phi = 100;
x_69_phi = 0;
while (true) {
int x_67 = 0;
int x_70 = 0;
x_66 = x_66_phi;
int const x_69 = x_69_phi;
if ((x_69 < x_64)) {
} else {
break;
}
{
x_67 = (as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(4) * as_type<uint>(as_type<int>(x_66))))) * as_type<uint>(as_type<int>((as_type<uint>(1000) - as_type<uint>(as_type<int>(x_66))))))) / 1000);
x_70 = as_type<int>((as_type<uint>(x_69) + as_type<uint>(1)));
x_66_phi = x_67;
x_69_phi = x_70;
}
}
tint_array_wrapper const tint_symbol_4 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}};
indexable = tint_symbol_4;
float4 const x_78 = indexable.arr[as_type<int>((x_66 % 16))];
*(tint_symbol_7) = x_78;
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[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_6, &(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_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
}