dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-machine-basic-block-for.../0-opt.wgsl

134 lines
3.2 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<i32, 6>;
[[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;
};
var<private> x_GLF_color : vec4<f32>;
[[group(0), binding(1)]] var<uniform> x_6 : buf1;
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_12 : buf0;
fn main_1() {
var data : array<i32, 5>;
var a : i32;
var i : i32;
var j : i32;
var i_1 : i32;
let x_45 : i32 = x_6.x_GLF_uniform_int_values[0];
let x_48 : i32 = x_6.x_GLF_uniform_int_values[5];
let x_51 : i32 = x_6.x_GLF_uniform_int_values[5];
let x_54 : i32 = x_6.x_GLF_uniform_int_values[0];
x_GLF_color = vec4<f32>(f32(x_45), f32(x_48), f32(x_51), f32(x_54));
let x_58 : i32 = x_6.x_GLF_uniform_int_values[1];
let x_60 : i32 = x_6.x_GLF_uniform_int_values[2];
let x_62 : i32 = x_6.x_GLF_uniform_int_values[3];
let x_64 : i32 = x_6.x_GLF_uniform_int_values[4];
let x_66 : i32 = x_6.x_GLF_uniform_int_values[0];
data = array<i32, 5>(x_58, x_60, x_62, x_64, x_66);
let x_69 : i32 = x_6.x_GLF_uniform_int_values[5];
a = x_69;
loop {
let x_74 : i32 = a;
let x_76 : i32 = x_6.x_GLF_uniform_int_values[0];
if ((x_74 < x_76)) {
} else {
break;
}
let x_80 : i32 = x_6.x_GLF_uniform_int_values[5];
i = x_80;
loop {
let x_85 : i32 = i;
let x_87 : i32 = x_6.x_GLF_uniform_int_values[1];
if ((x_85 < x_87)) {
} else {
break;
}
let x_90 : i32 = i;
j = x_90;
loop {
let x_95 : i32 = j;
let x_97 : i32 = x_6.x_GLF_uniform_int_values[1];
if ((x_95 < x_97)) {
} else {
break;
}
let x_100 : i32 = i;
let x_102 : i32 = data[x_100];
let x_103 : i32 = j;
let x_105 : i32 = data[x_103];
if ((x_102 < x_105)) {
let x_110 : i32 = x_6.x_GLF_uniform_int_values[5];
let x_111 : f32 = f32(x_110);
x_GLF_color = vec4<f32>(x_111, x_111, x_111, x_111);
}
continuing {
let x_113 : i32 = j;
j = (x_113 + 1);
}
}
continuing {
let x_115 : i32 = i;
i = (x_115 + 1);
}
}
continuing {
let x_117 : i32 = a;
a = (x_117 + 1);
}
}
loop {
let x_124 : f32 = gl_FragCoord.x;
let x_126 : f32 = x_12.x_GLF_uniform_float_values[0];
if ((x_124 < x_126)) {
} else {
break;
}
let x_130 : i32 = x_6.x_GLF_uniform_int_values[5];
i_1 = x_130;
loop {
let x_135 : i32 = i_1;
let x_137 : i32 = x_6.x_GLF_uniform_int_values[0];
if ((x_135 < x_137)) {
} else {
break;
}
let x_141 : i32 = x_6.x_GLF_uniform_int_values[5];
let x_142 : f32 = f32(x_141);
x_GLF_color = vec4<f32>(x_142, x_142, x_142, x_142);
continuing {
let x_144 : i32 = i_1;
i_1 = (x_144 + 1);
}
}
}
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);
}