129 lines
2.3 KiB
WebGPU Shading Language
129 lines
2.3 KiB
WebGPU Shading Language
struct Array {
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values : array<i32, 2u>,
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}
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struct buf0 {
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zero : i32,
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}
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@group(0) @binding(0) var<uniform> x_8 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var x_52 : bool = false;
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var x_17 : i32;
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var x_18 : i32;
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var x_16 : array<i32, 2u>;
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var param : Array;
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var x_20 : i32;
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var x_21_phi : i32;
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let x_12 : i32 = x_8.zero;
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let x_22 : array<i32, 2u> = x_16;
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var x_23_1 : array<i32, 2u> = x_22;
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x_23_1[0u] = x_12;
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let x_23 : array<i32, 2u> = x_23_1;
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x_16 = x_23;
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let x_54 : array<i32, 2u> = x_16;
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param = Array(x_54);
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x_52 = false;
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loop {
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var x_20_phi : i32;
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var x_67_phi : bool;
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loop {
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let x_19 : i32 = param.values[x_12];
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if ((x_19 == 0)) {
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x_52 = true;
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x_17 = 42;
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x_20_phi = 42;
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x_67_phi = true;
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break;
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}
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x_20_phi = 0;
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x_67_phi = false;
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break;
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}
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x_20 = x_20_phi;
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let x_67 : bool = x_67_phi;
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x_21_phi = x_20;
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if (x_67) {
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break;
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}
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x_52 = true;
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x_17 = 42;
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x_21_phi = 42;
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break;
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}
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let x_21 : i32 = x_21_phi;
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x_18 = x_21;
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if ((x_21 == 42)) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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return;
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}
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struct main_out {
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@location(0)
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x_GLF_color_1 : vec4<f32>,
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}
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@fragment
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fn main() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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fn func_struct_Array_i1_2_1_(a : ptr<function, Array>) -> i32 {
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var x_74 : bool = false;
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var x_13 : i32;
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var x_14 : i32;
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var x_76_phi : bool;
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var x_15_phi : i32;
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x_76_phi = false;
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loop {
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var x_81 : bool;
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var x_81_phi : bool;
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var x_14_phi : i32;
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var x_91_phi : bool;
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let x_76 : bool = x_76_phi;
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x_81_phi = x_76;
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loop {
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x_81 = x_81_phi;
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let x_10 : i32 = x_8.zero;
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let x_11 : i32 = (*(a)).values[x_10];
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if ((x_11 == 0)) {
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x_74 = true;
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x_13 = 42;
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x_14_phi = 42;
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x_91_phi = true;
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break;
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}
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x_14_phi = 0;
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x_91_phi = x_81;
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break;
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continuing {
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x_81_phi = false;
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}
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}
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x_14 = x_14_phi;
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let x_91 : bool = x_91_phi;
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x_15_phi = x_14;
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if (x_91) {
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break;
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}
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x_74 = true;
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x_13 = 42;
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x_15_phi = 42;
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break;
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continuing {
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x_76_phi = false;
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}
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}
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let x_15 : i32 = x_15_phi;
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return x_15;
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}
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