dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-double-branch-to-same-b.../1.spvasm.expected.glsl

290 lines
6.0 KiB
GLSL

SKIP: FAILED
#version 310 es
precision mediump float;
layout(location = 0) out vec4 x_GLF_color_1_1;
struct buf0 {
vec2 injectionSwitch;
};
struct buf1 {
vec2 resolution;
};
int data[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
int temp[10] = int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
layout(binding = 0) uniform buf0_1 {
vec2 injectionSwitch;
} x_28;
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void merge_i1_i1_i1_(inout int from, inout int mid, inout int to) {
int k = 0;
int i = 0;
int j = 0;
int i_1 = 0;
int x_255 = from;
k = x_255;
int x_256 = from;
i = x_256;
int x_257 = mid;
j = (x_257 + 1);
while (true) {
int x_263 = i;
int x_264 = mid;
int x_266 = j;
int x_267 = to;
if (((x_263 <= x_264) & (x_266 <= x_267))) {
} else {
break;
}
int x_273 = data[i];
int x_276 = data[j];
if ((x_273 < x_276)) {
int x_281 = k;
k = (x_281 + 1);
int x_283 = i;
i = (x_283 + 1);
int x_286 = data[x_283];
temp[x_281] = x_286;
} else {
int x_288 = k;
k = (x_288 + 1);
int x_290 = j;
j = (x_290 + 1);
int x_293 = data[x_290];
temp[x_288] = x_293;
}
}
while (true) {
int x_299 = i;
int x_301 = i;
int x_302 = mid;
if (((x_299 < 10) & (x_301 <= x_302))) {
} else {
break;
}
int x_306 = k;
k = (x_306 + 1);
int x_308 = i;
i = (x_308 + 1);
int x_311 = data[x_308];
temp[x_306] = x_311;
}
int x_313 = from;
i_1 = x_313;
while (true) {
int x_318 = i_1;
int x_319 = to;
if ((x_318 <= x_319)) {
} else {
break;
}
int x_322 = i_1;
int x_325 = temp[i_1];
data[x_322] = x_325;
{
i_1 = (i_1 + 1);
}
}
return;
}
void mergeSort_() {
int low = 0;
int high = 0;
int m = 0;
int i_2 = 0;
int from_1 = 0;
int mid_1 = 0;
int to_1 = 0;
int param = 0;
int param_1 = 0;
int param_2 = 0;
low = 0;
high = 9;
m = 1;
{
for(; (m <= high); m = (2 * m)) {
i_2 = low;
{
for(; (i_2 < high); i_2 = (i_2 + (2 * m))) {
from_1 = i_2;
mid_1 = ((i_2 + m) - 1);
to_1 = min(((i_2 + (2 * m)) - 1), high);
param = from_1;
param_1 = mid_1;
param_2 = to_1;
merge_i1_i1_i1_(param, param_1, param_2);
}
}
}
}
return;
}
void main_1() {
int i_3 = 0;
int j_1 = 0;
float grey = 0.0f;
float x_88 = x_28.injectionSwitch.x;
i_3 = int(x_88);
while (true) {
switch(i_3) {
case 9: {
data[i_3] = -5;
if (true) {
} else {
{
if ((i_3 < 10)) {
} else {
break;
}
}
continue;
}
break;
}
case 8: {
data[i_3] = -4;
break;
}
case 7: {
data[i_3] = -3;
break;
}
case 6: {
data[i_3] = -2;
break;
}
case 5: {
data[i_3] = -1;
break;
}
case 4: {
data[i_3] = 0;
break;
}
case 3: {
data[i_3] = 1;
break;
}
case 2: {
data[i_3] = 2;
break;
}
case 1: {
data[i_3] = 3;
break;
}
case 0: {
data[i_3] = 4;
break;
}
default: {
break;
}
}
i_3 = (i_3 + 1);
{
if ((i_3 < 10)) {
} else {
break;
}
}
}
j_1 = 0;
{
for(; (j_1 < 10); j_1 = (j_1 + 1)) {
int x_137 = j_1;
int x_140 = data[j_1];
temp[x_137] = x_140;
}
}
mergeSort_();
float x_146 = tint_symbol.y;
if ((int(x_146) < 30)) {
int x_153 = data[0];
grey = (0.5f + (float(x_153) / 10.0f));
} else {
float x_158 = tint_symbol.y;
if ((int(x_158) < 60)) {
int x_165 = data[1];
grey = (0.5f + (float(x_165) / 10.0f));
} else {
float x_170 = tint_symbol.y;
if ((int(x_170) < 90)) {
int x_177 = data[2];
grey = (0.5f + (float(x_177) / 10.0f));
} else {
float x_182 = tint_symbol.y;
if ((int(x_182) < 120)) {
int x_189 = data[3];
grey = (0.5f + (float(x_189) / 10.0f));
} else {
float x_194 = tint_symbol.y;
if ((int(x_194) < 150)) {
discard;
} else {
float x_201 = tint_symbol.y;
if ((int(x_201) < 180)) {
int x_208 = data[5];
grey = (0.5f + (float(x_208) / 10.0f));
} else {
float x_213 = tint_symbol.y;
if ((int(x_213) < 210)) {
int x_220 = data[6];
grey = (0.5f + (float(x_220) / 10.0f));
} else {
float x_225 = tint_symbol.y;
if ((int(x_225) < 240)) {
int x_232 = data[7];
grey = (0.5f + (float(x_232) / 10.0f));
} else {
float x_237 = tint_symbol.y;
if ((int(x_237) < 270)) {
int x_244 = data[8];
grey = (0.5f + (float(x_244) / 10.0f));
} else {
discard;
}
}
}
}
}
}
}
}
}
float x_248 = grey;
vec3 x_249 = vec3(x_248, x_248, x_248);
x_GLF_color = vec4(x_249.x, x_249.y, x_249.z, 1.0f);
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
main_out tint_symbol_1(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_3 = main_out(x_GLF_color);
return tint_symbol_3;
}
void main() {
main_out inner_result = tint_symbol_1(gl_FragCoord);
x_GLF_color_1_1 = inner_result.x_GLF_color_1;
return;
}
Error parsing GLSL shader:
ERROR: 0:37: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:37: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.