dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-peephole-optimizer-targ.../0-opt.wgsl.expected.hlsl

84 lines
2.5 KiB
HLSL

static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_6 : register(b0, space0) {
uint4 x_6[3];
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_9 : register(b1, space0) {
uint4 x_9[2];
};
void main_1() {
int i = 0;
const int x_37 = asint(x_6[1].x);
const float x_38 = float(x_37);
x_GLF_color = float4(x_38, x_38, x_38, x_38);
const int x_41 = asint(x_6[1].x);
i = x_41;
while (true) {
const int x_46 = i;
const int x_48 = asint(x_6[2].x);
if ((x_46 < x_48)) {
} else {
break;
}
const float x_52 = gl_FragCoord.y;
const uint scalar_offset = ((16u * uint(0))) / 4;
const float x_54 = asfloat(x_9[scalar_offset / 4][scalar_offset % 4]);
if ((x_52 < x_54)) {
const float x_59 = gl_FragCoord.x;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const float x_61 = asfloat(x_9[scalar_offset_1 / 4][scalar_offset_1 % 4]);
if ((x_59 < x_61)) {
return;
}
const float x_66 = asfloat(x_9[1].x);
const float x_68 = asfloat(x_9[1].x);
if ((x_66 > x_68)) {
return;
}
discard;
}
const float x_73 = asfloat(x_9[1].x);
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const float x_75 = asfloat(x_9[scalar_offset_2 / 4][scalar_offset_2 % 4]);
if ((x_73 > x_75)) {
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_80 = asint(x_6[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const int x_83 = asint(x_6[1].x);
const int x_86 = asint(x_6[1].x);
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const int x_89 = asint(x_6[scalar_offset_4 / 4][scalar_offset_4 % 4]);
x_GLF_color = float4(float(x_80), float(x_83), float(x_86), float(x_89));
break;
}
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const float x_93 = asfloat(x_9[scalar_offset_5 / 4][scalar_offset_5 % 4]);
if ((x_93 < 0.0f)) {
discard;
}
{
i = (i + 1);
}
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
const tint_symbol_2 tint_symbol_6 = {tint_symbol_3.x_GLF_color_1};
return tint_symbol_6;
}