dawn-cmake/test/vk-gl-cts/graphicsfuzz/stable-quicksort-for-loop-w.../2-opt.wgsl.expected.hlsl

228 lines
5.6 KiB
HLSL

struct QuicksortObject {
int numbers[10];
};
static QuicksortObject obj = (QuicksortObject)0;
static float4 x_GLF_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 x_GLF_pos = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_33 : register(b0, space0) {
uint4 x_33[1];
};
cbuffer cbuffer_x_36 : register(b1, space0) {
uint4 x_36[1];
};
static float4 frag_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 gl_Position = float4(0.0f, 0.0f, 0.0f, 0.0f);
void swap_i1_i1_(inout int i, inout int j) {
int temp = 0;
const int x_250 = i;
const int x_252 = obj.numbers[x_250];
temp = x_252;
const int x_253 = i;
const int x_254 = j;
const int x_256 = obj.numbers[x_254];
obj.numbers[x_253] = x_256;
const int x_258 = j;
obj.numbers[x_258] = temp;
return;
}
int performPartition_i1_i1_(inout int l, inout int h) {
int pivot = 0;
int i_1 = 0;
int j_1 = 0;
int param = 0;
int param_1 = 0;
int param_2 = 0;
int param_3 = 0;
const int x_262 = h;
const int x_264 = obj.numbers[x_262];
pivot = x_264;
const int x_265 = l;
i_1 = (x_265 - 1);
const int x_267 = l;
j_1 = x_267;
while (true) {
const int x_272 = j_1;
const int x_273 = h;
if ((x_272 <= (x_273 - 1))) {
} else {
break;
}
const int x_279 = obj.numbers[j_1];
if ((x_279 <= pivot)) {
i_1 = (i_1 + 1);
param = i_1;
param_1 = j_1;
swap_i1_i1_(param, param_1);
}
{
j_1 = (j_1 + 1);
}
}
param_2 = (i_1 + 1);
const int x_293 = h;
param_3 = x_293;
swap_i1_i1_(param_2, param_3);
return (i_1 + 1);
}
void quicksort_() {
int l_1 = 0;
int h_1 = 0;
int top = 0;
int stack[10] = (int[10])0;
int p = 0;
int param_4 = 0;
int param_5 = 0;
l_1 = 0;
h_1 = 9;
top = -1;
const int x_299 = (top + 1);
top = x_299;
stack[x_299] = l_1;
const int x_303 = (top + 1);
top = x_303;
stack[x_303] = h_1;
while (true) {
if ((top >= 0)) {
} else {
break;
}
const int x_313 = top;
top = (x_313 - 1);
const int x_316 = stack[x_313];
h_1 = x_316;
const int x_317 = top;
top = (x_317 - 1);
const int x_320 = stack[x_317];
l_1 = x_320;
param_4 = l_1;
param_5 = h_1;
const int x_323 = performPartition_i1_i1_(param_4, param_5);
p = x_323;
if (((p - 1) > l_1)) {
const int x_331 = (top + 1);
top = x_331;
stack[x_331] = l_1;
const int x_335 = (top + 1);
top = x_335;
stack[x_335] = (p - 1);
}
if (((p + 1) < h_1)) {
const int x_346 = (top + 1);
top = x_346;
stack[x_346] = (p + 1);
const int x_351 = (top + 1);
top = x_351;
stack[x_351] = h_1;
}
}
return;
}
void main_1() {
int i_2 = 0;
float2 uv = float2(0.0f, 0.0f);
float3 color = float3(0.0f, 0.0f, 0.0f);
x_GLF_FragCoord = ((x_GLF_pos + float4(1.0f, 1.0f, 0.0f, 0.0f)) * float4(128.0f, 128.0f, 1.0f, 1.0f));
i_2 = 0;
{
for(; (i_2 < 10); i_2 = (i_2 + 1)) {
obj.numbers[i_2] = (10 - i_2);
const float x_109 = asfloat(x_33[0].x);
const float x_111 = asfloat(x_33[0].y);
if ((x_109 > x_111)) {
break;
}
const int x_115 = i_2;
const int x_118 = obj.numbers[i_2];
const int x_121 = obj.numbers[i_2];
obj.numbers[x_115] = (x_118 * x_121);
}
}
quicksort_();
const float4 x_127 = x_GLF_FragCoord;
const float2 x_130 = asfloat(x_36[0].xy);
uv = (float2(x_127.x, x_127.y) / x_130);
color = float3(1.0f, 2.0f, 3.0f);
const int x_133 = obj.numbers[0];
const float x_136 = color.x;
color.x = (x_136 + float(x_133));
const float x_140 = uv.x;
if ((x_140 > 0.25f)) {
const int x_145 = obj.numbers[1];
const float x_148 = color.x;
color.x = (x_148 + float(x_145));
}
const float x_152 = uv.x;
if ((x_152 > 0.5f)) {
const int x_157 = obj.numbers[2];
const float x_160 = color.y;
color.y = (x_160 + float(x_157));
}
const float x_164 = uv.x;
if ((x_164 > 0.75f)) {
const int x_169 = obj.numbers[3];
const float x_172 = color.z;
color.z = (x_172 + float(x_169));
}
const int x_176 = obj.numbers[4];
const float x_179 = color.y;
color.y = (x_179 + float(x_176));
const float x_183 = uv.y;
if ((x_183 > 0.25f)) {
const int x_188 = obj.numbers[5];
const float x_191 = color.x;
color.x = (x_191 + float(x_188));
}
const float x_195 = uv.y;
if ((x_195 > 0.5f)) {
const int x_200 = obj.numbers[6];
const float x_203 = color.y;
color.y = (x_203 + float(x_200));
}
const float x_207 = uv.y;
if ((x_207 > 0.75f)) {
const int x_212 = obj.numbers[7];
const float x_215 = color.z;
color.z = (x_215 + float(x_212));
}
const int x_219 = obj.numbers[8];
const float x_222 = color.z;
color.z = (x_222 + float(x_219));
const float x_226 = uv.x;
const float x_228 = uv.y;
if ((abs((x_226 - x_228)) < 0.25f)) {
const int x_235 = obj.numbers[9];
const float x_238 = color.x;
color.x = (x_238 + float(x_235));
}
const float3 x_242 = normalize(color);
frag_color = float4(x_242.x, x_242.y, x_242.z, 1.0f);
gl_Position = x_GLF_pos;
return;
}
struct main_out {
float4 frag_color_1;
float4 gl_Position;
};
struct tint_symbol_1 {
float4 x_GLF_pos_param : TEXCOORD0;
};
struct tint_symbol_2 {
float4 frag_color_1 : TEXCOORD0;
float4 gl_Position : SV_Position;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const float4 x_GLF_pos_param = tint_symbol.x_GLF_pos_param;
x_GLF_pos = x_GLF_pos_param;
main_1();
const main_out tint_symbol_3 = {frag_color, gl_Position};
const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.frag_color_1, tint_symbol_3.gl_Position};
return tint_symbol_6;
}