198 lines
4.2 KiB
WebGPU Shading Language
198 lines
4.2 KiB
WebGPU Shading Language
struct QuicksortObject {
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numbers : array<i32, 10>;
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};
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[[block]]
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struct buf0 {
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resolution : vec2<f32>;
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};
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var<private> obj : QuicksortObject;
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_30 : buf0;
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fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) {
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var temp : i32;
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let x_92 : i32 = *(i);
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let x_94 : i32 = obj.numbers[x_92];
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temp = x_94;
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let x_95 : i32 = *(i);
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let x_96 : i32 = *(j);
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let x_98 : i32 = obj.numbers[x_96];
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obj.numbers[x_95] = x_98;
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let x_100 : i32 = *(j);
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let x_101 : i32 = temp;
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obj.numbers[x_100] = x_101;
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return;
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}
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fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 {
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var pivot : i32;
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var i_1 : i32;
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var j_1 : i32;
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var param : i32;
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var param_1 : i32;
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var param_2 : i32;
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var param_3 : i32;
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let x_104 : i32 = *(h);
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let x_106 : i32 = obj.numbers[x_104];
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pivot = x_106;
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let x_107 : i32 = *(l);
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i_1 = (x_107 - 1);
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let x_109 : i32 = *(l);
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j_1 = x_109;
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loop {
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let x_114 : i32 = j_1;
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let x_115 : i32 = *(h);
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if ((x_114 <= (x_115 - 1))) {
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} else {
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break;
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}
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let x_119 : i32 = j_1;
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let x_121 : i32 = obj.numbers[x_119];
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let x_122 : i32 = pivot;
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if ((x_121 <= x_122)) {
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let x_126 : i32 = i_1;
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i_1 = (x_126 + 1);
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let x_128 : i32 = i_1;
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param = x_128;
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let x_129 : i32 = j_1;
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param_1 = x_129;
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swap_i1_i1_(&(param), &(param_1));
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}
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continuing {
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let x_131 : i32 = j_1;
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j_1 = (x_131 + 1);
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}
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}
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let x_133 : i32 = i_1;
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param_2 = (x_133 + 1);
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let x_135 : i32 = *(h);
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param_3 = x_135;
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swap_i1_i1_(&(param_2), &(param_3));
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let x_137 : i32 = i_1;
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return (x_137 + 1);
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}
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fn quicksort_() {
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var l_1 : i32;
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var h_1 : i32;
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var top : i32;
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var stack : array<i32, 10>;
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var p : i32;
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var param_4 : i32;
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var param_5 : i32;
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l_1 = 0;
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h_1 = 9;
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top = -1;
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let x_140 : i32 = top;
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let x_141 : i32 = (x_140 + 1);
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top = x_141;
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let x_142 : i32 = l_1;
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stack[x_141] = x_142;
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let x_144 : i32 = top;
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let x_145 : i32 = (x_144 + 1);
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top = x_145;
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let x_146 : i32 = h_1;
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stack[x_145] = x_146;
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loop {
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let x_152 : i32 = top;
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if ((x_152 >= 0)) {
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} else {
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break;
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}
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let x_155 : i32 = top;
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top = (x_155 - 1);
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let x_158 : i32 = stack[x_155];
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h_1 = x_158;
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let x_159 : i32 = top;
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top = (x_159 - 1);
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let x_162 : i32 = stack[x_159];
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l_1 = x_162;
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let x_163 : i32 = l_1;
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param_4 = x_163;
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let x_164 : i32 = h_1;
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param_5 = x_164;
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let x_165 : i32 = performPartition_i1_i1_(&(param_4), &(param_5));
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p = x_165;
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let x_166 : i32 = p;
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let x_168 : i32 = l_1;
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if (((x_166 - 1) > x_168)) {
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let x_172 : i32 = top;
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let x_173 : i32 = (x_172 + 1);
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top = x_173;
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let x_174 : i32 = l_1;
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stack[x_173] = x_174;
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let x_176 : i32 = top;
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let x_177 : i32 = (x_176 + 1);
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top = x_177;
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let x_178 : i32 = p;
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stack[x_177] = (x_178 - 1);
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}
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let x_181 : i32 = p;
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let x_183 : i32 = h_1;
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if (((x_181 + 1) < x_183)) {
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let x_187 : i32 = top;
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let x_188 : i32 = (x_187 + 1);
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top = x_188;
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let x_189 : i32 = p;
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stack[x_188] = (x_189 + 1);
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let x_192 : i32 = top;
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let x_193 : i32 = (x_192 + 1);
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top = x_193;
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let x_194 : i32 = h_1;
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stack[x_193] = x_194;
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}
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}
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return;
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}
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fn main_1() {
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var i_2 : i32;
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i_2 = 0;
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loop {
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let x_64 : i32 = i_2;
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if ((x_64 < 10)) {
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} else {
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break;
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}
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let x_67 : i32 = i_2;
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let x_68 : i32 = i_2;
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obj.numbers[x_67] = (10 - x_68);
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let x_71 : i32 = i_2;
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let x_72 : i32 = i_2;
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let x_74 : i32 = obj.numbers[x_72];
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let x_75 : i32 = i_2;
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let x_77 : i32 = obj.numbers[x_75];
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obj.numbers[x_71] = (x_74 * x_77);
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continuing {
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let x_80 : i32 = i_2;
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i_2 = (x_80 + 1);
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}
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}
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quicksort_();
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let x_84 : i32 = obj.numbers[0];
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let x_86 : i32 = obj.numbers[4];
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if ((x_84 < x_86)) {
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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, 1.0, 0.0, 1.0);
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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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[[stage(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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