dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-stable-orbit-Os-access-.../0.wgsl.expected.wgsl

106 lines
2.8 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
resolution : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var indexable : array<vec4<f32>, 16>;
var x_76 : vec2<i32>;
var x_109 : vec2<i32>;
var x_115 : i32;
var x_76_phi : vec2<i32>;
var x_79_phi : i32;
var x_110_phi : vec2<i32>;
var x_112_phi : vec2<i32>;
let x_55 : vec4<f32> = gl_FragCoord;
let x_58 : vec2<f32> = x_6.resolution;
let x_59 : vec2<f32> = (vec2<f32>(x_55.x, x_55.y) / x_58);
let x_62 : i32 = i32((x_59.x * 8.0));
let x_65 : i32 = i32((x_59.y * 8.0));
let x_74 : vec2<i32> = vec2<i32>(((((x_62 & 5) | (x_65 & 10)) * 8) + ((x_65 & 5) | (x_62 & 10))), 0);
x_76_phi = x_74;
x_79_phi = 0;
loop {
var x_90 : vec2<i32>;
var x_98 : vec2<i32>;
var x_80 : i32;
var x_91_phi : vec2<i32>;
var x_99_phi : vec2<i32>;
x_76 = x_76_phi;
let x_79 : i32 = x_79_phi;
if ((x_79 < 100)) {
} else {
break;
}
x_91_phi = x_76;
if ((x_76.x > 0)) {
x_90 = x_76;
x_90.y = (x_76.y - 1);
x_91_phi = x_90;
}
let x_91 : vec2<i32> = x_91_phi;
x_99_phi = x_91;
if ((x_91.x < 0)) {
x_98 = x_91;
x_98.y = (x_91.y + 1);
x_99_phi = x_98;
}
let x_99 : vec2<i32> = x_99_phi;
var x_77_1 : vec2<i32> = x_99;
x_77_1.x = (x_99.x + (x_99.y / 2));
let x_77 : vec2<i32> = x_77_1;
continuing {
x_80 = (x_79 + 1);
x_76_phi = x_77;
x_79_phi = x_80;
}
}
let x_104 : i32 = x_76.x;
x_110_phi = x_76;
if ((x_104 < 0)) {
x_109 = x_76;
x_109.x = -(x_104);
x_110_phi = x_109;
}
let x_110 : vec2<i32> = x_110_phi;
x_112_phi = x_110;
loop {
var x_113 : vec2<i32>;
let x_112 : vec2<i32> = x_112_phi;
x_115 = x_112.x;
if ((x_115 > 15)) {
} else {
break;
}
continuing {
x_113 = x_112;
x_113.x = bitcast<i32>((x_115 - bitcast<i32>(16)));
x_112_phi = x_113;
}
}
indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
let x_120 : vec4<f32> = indexable[x_115];
x_GLF_color = x_120;
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);
}