dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-composite-phi/1.spvasm.expected.wgsl

206 lines
4.7 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
resolution : vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> x_7 : buf0;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var c : vec3<f32>;
var x_53 : f32;
var x_57 : f32;
var x_58 : f32;
var x_83 : f32;
var x_84 : f32;
var x_124 : f32;
var x_125 : f32;
var x_57_phi : f32;
var x_60_phi : i32;
var x_83_phi : f32;
var x_84_phi : f32;
var x_85_phi : bool;
var x_87_phi : f32;
var x_128_phi : f32;
var x_135_phi : i32;
c = vec3<f32>(7.0, 8.0, 9.0);
let x_47 : f32 = x_7.resolution.x;
let x_48 : vec2<f32> = vec2<f32>(1.0, x_47);
let x_50 : f32 = round((x_47 * 0.125));
let x_51 : vec2<f32> = vec2<f32>(0.0, -0.5);
x_53 = gl_FragCoord.x;
switch(0u) {
default: {
x_57_phi = -0.5;
x_60_phi = 1;
loop {
var x_70 : f32;
var x_78 : f32;
var x_61 : i32;
var x_58_phi : f32;
x_57 = x_57_phi;
let x_60 : i32 = x_60_phi;
x_83_phi = 0.0;
x_84_phi = x_57;
x_85_phi = false;
if ((x_60 < 800)) {
} else {
break;
}
var x_77 : f32;
var x_78_phi : f32;
if (((x_60 % 32) == 0)) {
x_70 = (x_57 + 0.400000006);
x_58_phi = x_70;
} else {
x_78_phi = x_57;
if (((f32(x_60) % round(x_50)) <= 0.01)) {
x_77 = (x_57 + 100.0);
x_78_phi = x_77;
}
x_78 = x_78_phi;
x_58_phi = x_78;
}
x_58 = x_58_phi;
if ((f32(x_60) >= x_53)) {
x_83_phi = x_58;
x_84_phi = x_58;
x_85_phi = true;
break;
}
continuing {
x_61 = (x_60 + 1);
x_57_phi = x_58;
x_60_phi = x_61;
}
}
x_83 = x_83_phi;
x_84 = x_84_phi;
let x_85 : bool = x_85_phi;
x_87_phi = x_83;
if (x_85) {
break;
}
x_87_phi = x_84;
}
}
var x_92 : f32;
var x_98 : f32;
var x_99 : f32;
var x_98_phi : f32;
var x_101_phi : i32;
var x_124_phi : f32;
var x_125_phi : f32;
var x_126_phi : bool;
let x_87 : f32 = x_87_phi;
let x_88 : ptr<function, f32> = &(c.x);
let x_89 : vec4<f32> = vec4<f32>(x_84, 0.400000006, x_83, 0.400000006);
*(x_88) = x_87;
x_92 = gl_FragCoord.y;
switch(0u) {
default: {
let x_95 : vec4<f32> = vec4<f32>(x_51, 0.0, x_57);
let x_96 : f32 = vec3<f32>(x_48, -0.5).z;
x_98_phi = x_96;
x_101_phi = 1;
loop {
var x_111 : f32;
var x_119 : f32;
var x_102 : i32;
var x_99_phi : f32;
x_98 = x_98_phi;
let x_101 : i32 = x_101_phi;
x_124_phi = 0.0;
x_125_phi = x_98;
x_126_phi = false;
if ((x_101 < 800)) {
} else {
break;
}
var x_118 : f32;
var x_119_phi : f32;
if (((x_101 % 32) == 0)) {
x_111 = (x_98 + 0.400000006);
x_99_phi = x_111;
} else {
x_119_phi = x_98;
if (((f32(x_101) % round(x_50)) <= 0.01)) {
x_118 = (x_98 + 100.0);
x_119_phi = x_118;
}
x_119 = x_119_phi;
x_99_phi = x_119;
}
x_99 = x_99_phi;
if ((f32(x_101) >= x_92)) {
x_124_phi = x_99;
x_125_phi = x_99;
x_126_phi = true;
break;
}
continuing {
x_102 = (x_101 + 1);
x_98_phi = x_99;
x_101_phi = x_102;
}
}
x_124 = x_124_phi;
x_125 = x_125_phi;
let x_126 : bool = x_126_phi;
x_128_phi = x_124;
if (x_126) {
break;
}
x_128_phi = x_125;
}
}
let x_128 : f32 = x_128_phi;
let x_129 : ptr<function, f32> = &(c.y);
*(x_129) = x_128;
let x_130 : f32 = *(x_88);
let x_131 : f32 = *(x_129);
c.z = (x_130 + x_131);
x_135_phi = 0;
loop {
var x_136 : i32;
let x_135 : i32 = x_135_phi;
if ((x_135 < 3)) {
} else {
break;
}
let x_141 : ptr<function, f32> = &(c[x_135]);
let x_142 : f32 = *(x_141);
if ((x_142 >= 1.0)) {
let x_146 : f32 = *(x_141);
let x_147 : f32 = *(x_141);
*(x_141) = (x_146 * x_147);
}
continuing {
x_136 = (x_135 + 1);
x_135_phi = x_136;
}
}
let x_149 : vec3<f32> = c;
let x_151 : vec3<f32> = normalize(abs(x_149));
x_GLF_color = vec4<f32>(x_151.x, x_151.y, x_151.z, 1.0);
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);
}