dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-derivative-uniform-vect.../0-opt.wgsl

101 lines
2.2 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
alias Arr = array<strided_arr, 2u>;
struct buf1 {
x_GLF_uniform_float_values : Arr,
}
struct strided_arr_1 {
@size(16)
el : i32,
}
alias Arr_1 = array<strided_arr_1, 3u>;
struct buf0 {
x_GLF_uniform_int_values : Arr_1,
}
struct buf2 {
injectionSwitch : vec2<f32>,
}
var<private> x_GLF_global_loop_count : i32;
@group(0) @binding(1) var<uniform> x_7 : buf1;
@group(0) @binding(0) var<uniform> x_10 : buf0;
@group(0) @binding(2) var<uniform> x_12 : buf2;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var f : f32;
var r : i32;
x_GLF_global_loop_count = 0;
let x_42 : f32 = x_7.x_GLF_uniform_float_values[0].el;
f = x_42;
let x_44 : i32 = x_10.x_GLF_uniform_int_values[1].el;
r = x_44;
loop {
let x_49 : i32 = r;
let x_51 : i32 = x_10.x_GLF_uniform_int_values[2].el;
if ((x_49 < x_51)) {
} else {
break;
}
let x_54 : i32 = x_GLF_global_loop_count;
x_GLF_global_loop_count = (x_54 + 1);
let x_57 : vec2<f32> = x_12.injectionSwitch;
let x_60 : f32 = f;
f = (x_60 + dpdx(x_57).y);
continuing {
let x_62 : i32 = r;
r = (x_62 + 1);
}
}
loop {
let x_68 : i32 = x_GLF_global_loop_count;
if ((x_68 < 100)) {
} else {
break;
}
let x_71 : i32 = x_GLF_global_loop_count;
x_GLF_global_loop_count = (x_71 + 1);
let x_74 : f32 = x_7.x_GLF_uniform_float_values[0].el;
let x_75 : f32 = f;
f = (x_75 + x_74);
}
let x_77 : f32 = f;
let x_79 : f32 = x_7.x_GLF_uniform_float_values[1].el;
if ((x_77 == x_79)) {
let x_85 : i32 = x_10.x_GLF_uniform_int_values[0].el;
let x_88 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_91 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_94 : i32 = x_10.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4<f32>(f32(x_85), f32(x_88), f32(x_91), f32(x_94));
} else {
let x_98 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_99 : f32 = f32(x_98);
x_GLF_color = vec4<f32>(x_99, x_99, x_99, x_99);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@fragment
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}