dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-sin-mul-mat-mat-mul-vec.../0-opt.wgsl

88 lines
2.3 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<f32, 2>;
struct buf0 {
x_GLF_uniform_float_values : Arr;
};
type Arr_1 = [[stride(16)]] array<i32, 2>;
struct buf1 {
x_GLF_uniform_int_values : Arr_1;
};
[[group(0), binding(0)]] var<uniform> x_7 : buf0;
[[group(0), binding(1)]] var<uniform> x_9 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn f1_vf2_(v1 : ptr<function, vec2<f32>>) -> i32 {
var x_99 : bool;
var x_100_phi : bool;
let x_89 : f32 = (*(v1)).x;
let x_91 : f32 = x_7.x_GLF_uniform_float_values[0];
let x_92 : bool = (x_89 == x_91);
x_100_phi = x_92;
if (x_92) {
let x_96 : f32 = (*(v1)).y;
let x_98 : f32 = x_7.x_GLF_uniform_float_values[1];
x_99 = (x_96 == x_98);
x_100_phi = x_99;
}
let x_100 : bool = x_100_phi;
if (x_100) {
let x_104 : i32 = x_9.x_GLF_uniform_int_values[1];
return x_104;
}
let x_106 : i32 = x_9.x_GLF_uniform_int_values[0];
return x_106;
}
fn main_1() {
var m1 : mat2x2<f32>;
var m2 : mat2x2<f32>;
var v1_1 : vec2<f32>;
var a : i32;
var param : vec2<f32>;
let x_45 : f32 = x_7.x_GLF_uniform_float_values[0];
let x_47 : f32 = x_7.x_GLF_uniform_float_values[1];
let x_50 : f32 = x_7.x_GLF_uniform_float_values[1];
let x_52 : f32 = x_7.x_GLF_uniform_float_values[1];
m1 = mat2x2<f32>(vec2<f32>(x_45, -(x_47)), vec2<f32>(x_50, sin(x_52)));
let x_57 : mat2x2<f32> = m1;
let x_58 : mat2x2<f32> = m1;
m2 = (x_57 * x_58);
let x_61 : f32 = x_7.x_GLF_uniform_float_values[0];
let x_63 : mat2x2<f32> = m2;
v1_1 = (vec2<f32>(x_61, x_61) * x_63);
let x_65 : vec2<f32> = v1_1;
param = x_65;
let x_66 : i32 = f1_vf2_(&(param));
a = x_66;
let x_67 : i32 = a;
let x_69 : i32 = x_9.x_GLF_uniform_int_values[1];
if ((x_67 == x_69)) {
let x_75 : f32 = x_7.x_GLF_uniform_float_values[0];
let x_77 : f32 = x_7.x_GLF_uniform_float_values[1];
let x_79 : f32 = x_7.x_GLF_uniform_float_values[1];
let x_81 : f32 = x_7.x_GLF_uniform_float_values[0];
x_GLF_color = vec4<f32>(x_75, x_77, x_79, x_81);
} else {
let x_84 : i32 = x_9.x_GLF_uniform_int_values[1];
let x_85 : f32 = f32(x_84);
x_GLF_color = vec4<f32>(x_85, x_85, x_85, x_85);
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}