dawn-cmake/test/vk-gl-cts/graphicsfuzz/stable-quicksort-for-loop-w.../0-opt.spvasm.expected.wgsl

265 lines
6.2 KiB
WebGPU Shading Language

struct QuicksortObject {
numbers : array<i32, 10>;
};
[[block]]
struct buf0 {
resolution : vec2<f32>;
};
var<private> obj : QuicksortObject;
var<private> x_GLF_FragCoord : vec4<f32>;
var<private> x_GLF_pos : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_34 : buf0;
var<private> frag_color : vec4<f32>;
var<private> gl_Position : vec4<f32>;
fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) {
var temp : i32;
let x_239 : i32 = *(i);
let x_241 : i32 = obj.numbers[x_239];
temp = x_241;
let x_242 : i32 = *(i);
let x_243 : i32 = *(j);
let x_245 : i32 = obj.numbers[x_243];
obj.numbers[x_242] = x_245;
let x_247 : i32 = *(j);
let x_248 : i32 = temp;
obj.numbers[x_247] = x_248;
return;
}
fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 {
var pivot : i32;
var i_1 : i32;
var j_1 : i32;
var param : i32;
var param_1 : i32;
var param_2 : i32;
var param_3 : i32;
let x_251 : i32 = *(h);
let x_253 : i32 = obj.numbers[x_251];
pivot = x_253;
let x_254 : i32 = *(l);
i_1 = (x_254 - 1);
let x_256 : i32 = *(l);
j_1 = x_256;
loop {
let x_261 : i32 = j_1;
let x_262 : i32 = *(h);
if ((x_261 <= (x_262 - 1))) {
} else {
break;
}
let x_266 : i32 = j_1;
let x_268 : i32 = obj.numbers[x_266];
let x_269 : i32 = pivot;
if ((x_268 <= x_269)) {
let x_273 : i32 = i_1;
i_1 = (x_273 + 1);
let x_275 : i32 = i_1;
param = x_275;
let x_276 : i32 = j_1;
param_1 = x_276;
swap_i1_i1_(&(param), &(param_1));
}
continuing {
let x_278 : i32 = j_1;
j_1 = (x_278 + 1);
}
}
let x_280 : i32 = i_1;
param_2 = (x_280 + 1);
let x_282 : i32 = *(h);
param_3 = x_282;
swap_i1_i1_(&(param_2), &(param_3));
let x_284 : i32 = i_1;
return (x_284 + 1);
}
fn quicksort_() {
var l_1 : i32;
var h_1 : i32;
var top : i32;
var stack : array<i32, 10>;
var p : i32;
var param_4 : i32;
var param_5 : i32;
l_1 = 0;
h_1 = 9;
top = -1;
let x_287 : i32 = top;
let x_288 : i32 = (x_287 + 1);
top = x_288;
let x_289 : i32 = l_1;
stack[x_288] = x_289;
let x_291 : i32 = top;
let x_292 : i32 = (x_291 + 1);
top = x_292;
let x_293 : i32 = h_1;
stack[x_292] = x_293;
loop {
let x_299 : i32 = top;
if ((x_299 >= 0)) {
} else {
break;
}
let x_302 : i32 = top;
top = (x_302 - 1);
let x_305 : i32 = stack[x_302];
h_1 = x_305;
let x_306 : i32 = top;
top = (x_306 - 1);
let x_309 : i32 = stack[x_306];
l_1 = x_309;
let x_310 : i32 = l_1;
param_4 = x_310;
let x_311 : i32 = h_1;
param_5 = x_311;
let x_312 : i32 = performPartition_i1_i1_(&(param_4), &(param_5));
p = x_312;
let x_313 : i32 = p;
let x_315 : i32 = l_1;
if (((x_313 - 1) > x_315)) {
let x_319 : i32 = top;
let x_320 : i32 = (x_319 + 1);
top = x_320;
let x_321 : i32 = l_1;
stack[x_320] = x_321;
let x_323 : i32 = top;
let x_324 : i32 = (x_323 + 1);
top = x_324;
let x_325 : i32 = p;
stack[x_324] = (x_325 - 1);
}
let x_328 : i32 = p;
let x_330 : i32 = h_1;
if (((x_328 + 1) < x_330)) {
let x_334 : i32 = top;
let x_335 : i32 = (x_334 + 1);
top = x_335;
let x_336 : i32 = p;
stack[x_335] = (x_336 + 1);
let x_339 : i32 = top;
let x_340 : i32 = (x_339 + 1);
top = x_340;
let x_341 : i32 = h_1;
stack[x_340] = x_341;
}
}
return;
}
fn main_1() {
var i_2 : i32;
var uv : vec2<f32>;
var color : vec3<f32>;
let x_90 : vec4<f32> = x_GLF_pos;
x_GLF_FragCoord = ((x_90 + vec4<f32>(1.0, 1.0, 0.0, 0.0)) * vec4<f32>(128.0, 128.0, 1.0, 1.0));
i_2 = 0;
loop {
let x_97 : i32 = i_2;
if ((x_97 < 10)) {
} else {
break;
}
let x_100 : i32 = i_2;
let x_101 : i32 = i_2;
obj.numbers[x_100] = (10 - x_101);
let x_104 : i32 = i_2;
let x_105 : i32 = i_2;
let x_107 : i32 = obj.numbers[x_105];
let x_108 : i32 = i_2;
let x_110 : i32 = obj.numbers[x_108];
obj.numbers[x_104] = (x_107 * x_110);
continuing {
let x_113 : i32 = i_2;
i_2 = (x_113 + 1);
}
}
quicksort_();
let x_116 : vec4<f32> = x_GLF_FragCoord;
let x_119 : vec2<f32> = x_34.resolution;
uv = (vec2<f32>(x_116.x, x_116.y) / x_119);
color = vec3<f32>(1.0, 2.0, 3.0);
let x_122 : i32 = obj.numbers[0];
let x_125 : f32 = color.x;
color.x = (x_125 + f32(x_122));
let x_129 : f32 = uv.x;
if ((x_129 > 0.25)) {
let x_134 : i32 = obj.numbers[1];
let x_137 : f32 = color.x;
color.x = (x_137 + f32(x_134));
}
let x_141 : f32 = uv.x;
if ((x_141 > 0.5)) {
let x_146 : i32 = obj.numbers[2];
let x_149 : f32 = color.y;
color.y = (x_149 + f32(x_146));
}
let x_153 : f32 = uv.x;
if ((x_153 > 0.75)) {
let x_158 : i32 = obj.numbers[3];
let x_161 : f32 = color.z;
color.z = (x_161 + f32(x_158));
}
let x_165 : i32 = obj.numbers[4];
let x_168 : f32 = color.y;
color.y = (x_168 + f32(x_165));
let x_172 : f32 = uv.y;
if ((x_172 > 0.25)) {
let x_177 : i32 = obj.numbers[5];
let x_180 : f32 = color.x;
color.x = (x_180 + f32(x_177));
}
let x_184 : f32 = uv.y;
if ((x_184 > 0.5)) {
let x_189 : i32 = obj.numbers[6];
let x_192 : f32 = color.y;
color.y = (x_192 + f32(x_189));
}
let x_196 : f32 = uv.y;
if ((x_196 > 0.75)) {
let x_201 : i32 = obj.numbers[7];
let x_204 : f32 = color.z;
color.z = (x_204 + f32(x_201));
}
let x_208 : i32 = obj.numbers[8];
let x_211 : f32 = color.z;
color.z = (x_211 + f32(x_208));
let x_215 : f32 = uv.x;
let x_217 : f32 = uv.y;
if ((abs((x_215 - x_217)) < 0.25)) {
let x_224 : i32 = obj.numbers[9];
let x_227 : f32 = color.x;
color.x = (x_227 + f32(x_224));
}
let x_230 : vec3<f32> = color;
let x_231 : vec3<f32> = normalize(x_230);
frag_color = vec4<f32>(x_231.x, x_231.y, x_231.z, 1.0);
let x_236 : vec4<f32> = x_GLF_pos;
gl_Position = x_236;
return;
}
struct main_out {
[[location(0)]]
frag_color_1 : vec4<f32>;
[[builtin(position)]]
gl_Position : vec4<f32>;
};
[[stage(vertex)]]
fn main([[location(0)]] x_GLF_pos_param : vec4<f32>) -> main_out {
x_GLF_pos = x_GLF_pos_param;
main_1();
return main_out(frag_color, gl_Position);
}