dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-inst-combine-simplify-d.../0-opt.spvasm.expected.glsl

127 lines
3.1 KiB
GLSL

SKIP: FAILED
#version 310 es
precision mediump float;
uint tint_pack2x16float(vec2 param_0) {
uint2 i = f32tof16(param_0);
return i.x | (i.y << 16);
}
vec4 tint_unpack4x8snorm(uint param_0) {
int j = int(param_0);
int4 i = int4(j << 24, j << 16, j << 8, j) >> 24;
return clamp(float4(i) / 127.0, -1.0, 1.0);
}
layout(location = 0) out vec4 x_GLF_color_1_1;
struct strided_arr {
int el;
};
struct buf1 {
strided_arr x_GLF_uniform_int_values[4];
};
struct strided_arr_1 {
float el;
};
struct buf0 {
strided_arr_1 x_GLF_uniform_float_values[3];
};
layout(binding = 1) uniform buf1_1 {
strided_arr x_GLF_uniform_int_values[4];
} x_8;
layout(binding = 0) uniform buf0_1 {
strided_arr_1 x_GLF_uniform_float_values[3];
} x_10;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
uint a = 0u;
vec4 v1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
float E = 0.0f;
bool x_69 = false;
bool x_85 = false;
bool x_101 = false;
bool x_70_phi = false;
bool x_86_phi = false;
bool x_102_phi = false;
a = tint_pack2x16float(vec2(1.0f, 1.0f));
v1 = tint_unpack4x8snorm(a);
E = 0.01f;
int x_43 = x_8.x_GLF_uniform_int_values[1].el;
float x_45 = v1[x_43];
float x_47 = x_10.x_GLF_uniform_float_values[0].el;
float x_49 = x_10.x_GLF_uniform_float_values[1].el;
bool x_54 = (abs((x_45 - (x_47 / x_49))) < E);
x_70_phi = x_54;
if (x_54) {
int x_58 = x_8.x_GLF_uniform_int_values[0].el;
float x_60 = v1[x_58];
float x_62 = x_10.x_GLF_uniform_float_values[2].el;
float x_64 = x_10.x_GLF_uniform_float_values[1].el;
x_69 = (abs((x_60 - (x_62 / x_64))) < E);
x_70_phi = x_69;
}
bool x_70 = x_70_phi;
x_86_phi = x_70;
if (x_70) {
int x_74 = x_8.x_GLF_uniform_int_values[2].el;
float x_76 = v1[x_74];
float x_78 = x_10.x_GLF_uniform_float_values[0].el;
float x_80 = x_10.x_GLF_uniform_float_values[1].el;
x_85 = (abs((x_76 - (x_78 / x_80))) < E);
x_86_phi = x_85;
}
bool x_86 = x_86_phi;
x_102_phi = x_86;
if (x_86) {
int x_90 = x_8.x_GLF_uniform_int_values[3].el;
float x_92 = v1[x_90];
float x_94 = x_10.x_GLF_uniform_float_values[2].el;
float x_96 = x_10.x_GLF_uniform_float_values[1].el;
x_101 = (abs((x_92 - (x_94 / x_96))) < E);
x_102_phi = x_101;
}
if (x_102_phi) {
int x_107 = x_8.x_GLF_uniform_int_values[0].el;
int x_110 = x_8.x_GLF_uniform_int_values[1].el;
int x_113 = x_8.x_GLF_uniform_int_values[1].el;
int x_116 = x_8.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4(float(x_107), float(x_110), float(x_113), float(x_116));
} else {
int x_120 = x_8.x_GLF_uniform_int_values[1].el;
float x_122 = v1[x_120];
x_GLF_color = vec4(x_122, x_122, x_122, x_122);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
main_out tint_symbol() {
main_1();
main_out tint_symbol_1 = main_out(x_GLF_color);
return tint_symbol_1;
}
void main() {
main_out inner_result = tint_symbol();
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
}
Error parsing GLSL shader:
ERROR: 0:5: 'uint2' : undeclared identifier
ERROR: 0:5: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.