dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-int-full-bits-divide-by.../0-opt.spvasm.expected.wgsl

61 lines
1.3 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<i32, 2>;
[[block]]
struct buf0 {
x_GLF_uniform_int_values : Arr;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_7 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : i32;
var i : i32;
let x_32 : f32 = gl_FragCoord.x;
let x_35 : i32 = x_7.x_GLF_uniform_int_values[1];
a = select(-1, 0, (i32(x_32) < x_35));
i = 0;
loop {
let x_42 : i32 = i;
if ((x_42 < 5)) {
} else {
break;
}
let x_45 : i32 = a;
a = (x_45 / 2);
continuing {
let x_47 : i32 = i;
i = (x_47 + 1);
}
}
let x_49 : i32 = a;
if ((x_49 == 0)) {
let x_55 : i32 = x_7.x_GLF_uniform_int_values[0];
let x_58 : i32 = x_7.x_GLF_uniform_int_values[1];
let x_61 : i32 = x_7.x_GLF_uniform_int_values[1];
let x_64 : i32 = x_7.x_GLF_uniform_int_values[0];
x_GLF_color = vec4<f32>(f32(x_55), f32(x_58), f32(x_61), f32(x_64));
} else {
let x_68 : i32 = x_7.x_GLF_uniform_int_values[1];
let x_69 : f32 = f32(x_68);
x_GLF_color = vec4<f32>(x_69, x_69, x_69, x_69);
}
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);
}