dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-fragcoord-clamp-array-a.../0-opt.spvasm.expected.wgsl

100 lines
2.7 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<f32, 1>;
[[block]]
struct buf0 {
x_GLF_uniform_float_values : Arr;
};
type Arr_1 = [[stride(16)]] array<i32, 4>;
[[block]]
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_10 : buf1;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var data : array<vec4<f32>, 2>;
var b : i32;
var y : i32;
var i : i32;
let x_42 : f32 = x_7.x_GLF_uniform_float_values[0];
let x_45 : f32 = x_7.x_GLF_uniform_float_values[0];
data = array<vec4<f32>, 2>(vec4<f32>(x_42, x_42, x_42, x_42), vec4<f32>(x_45, x_45, x_45, x_45));
let x_49 : i32 = x_10.x_GLF_uniform_int_values[1];
b = x_49;
let x_51 : f32 = gl_FragCoord.y;
let x_54 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_56 : f32 = gl_FragCoord.y;
let x_60 : i32 = x_10.x_GLF_uniform_int_values[1];
y = clamp(i32(x_51), (x_54 | i32(x_56)), x_60);
let x_63 : i32 = x_10.x_GLF_uniform_int_values[1];
i = x_63;
loop {
var x_82 : bool;
var x_83_phi : bool;
let x_68 : i32 = i;
let x_70 : i32 = x_10.x_GLF_uniform_int_values[0];
if ((x_68 < x_70)) {
} else {
break;
}
let x_73 : i32 = b;
let x_75 : i32 = x_10.x_GLF_uniform_int_values[0];
let x_76 : bool = (x_73 > x_75);
x_83_phi = x_76;
if (x_76) {
let x_79 : i32 = y;
let x_81 : i32 = x_10.x_GLF_uniform_int_values[1];
x_82 = (x_79 > x_81);
x_83_phi = x_82;
}
let x_83 : bool = x_83_phi;
if (x_83) {
break;
}
let x_86 : i32 = b;
b = (x_86 + 1);
continuing {
let x_88 : i32 = i;
i = (x_88 + 1);
}
}
let x_90 : i32 = b;
let x_92 : i32 = x_10.x_GLF_uniform_int_values[0];
if ((x_90 == x_92)) {
let x_97 : i32 = x_10.x_GLF_uniform_int_values[2];
let x_99 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_101 : i32 = x_10.x_GLF_uniform_int_values[3];
let x_104 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_107 : i32 = x_10.x_GLF_uniform_int_values[2];
let x_110 : i32 = x_10.x_GLF_uniform_int_values[2];
let x_113 : i32 = x_10.x_GLF_uniform_int_values[1];
data[clamp(x_97, x_99, x_101)] = vec4<f32>(f32(x_104), f32(x_107), f32(x_110), f32(x_113));
}
let x_118 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_120 : vec4<f32> = data[x_118];
x_GLF_color = vec4<f32>(x_120.x, x_120.y, x_120.z, x_120.w);
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);
}