dawn-cmake/test/vk-gl-cts/graphicsfuzz/vector-values-multiplied-by.../0-opt.wgsl.expected.hlsl

110 lines
2.6 KiB
HLSL

static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_10 : register(b0, space0) {
uint4 x_10[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
float func_() {
bool alwaysFalse = false;
float4 value = float4(0.0f, 0.0f, 0.0f, 0.0f);
float2 a = float2(0.0f, 0.0f);
int i = 0;
bool x_121 = false;
bool x_122_phi = false;
const float x_71 = gl_FragCoord.x;
alwaysFalse = (x_71 < -1.0f);
if (alwaysFalse) {
const float2 x_76 = a;
const float4 x_77 = value;
value = float4(x_76.x, x_76.y, x_77.z, x_77.w);
}
if (!(alwaysFalse)) {
const float2 x_84 = asfloat(x_10[0].xy);
const float4 x_85 = value;
value = float4(x_84.x, x_84.y, x_85.z, x_85.w);
}
const float4 x_87 = gl_FragCoord;
const float4 x_89 = value;
const float4 x_93 = value;
const float2 x_95 = (((float2(x_87.x, x_87.y) * float2(x_89.x, x_89.y)) * float2(2.0f, 2.0f)) + float2(x_93.x, x_93.y));
const float4 x_96 = value;
value = float4(x_96.x, x_96.y, x_95.x, x_95.y);
i = 0;
while (true) {
const int x_102 = i;
const float x_104 = asfloat(x_10[0].y);
if ((x_102 < (int(x_104) + 1))) {
} else {
break;
}
value.x = float(i);
{
i = (i + 1);
}
}
const float x_115 = value.x;
const bool x_116 = (x_115 == 1.0f);
x_122_phi = x_116;
if (x_116) {
const float x_120 = value.y;
x_121 = (x_120 == 1.0f);
x_122_phi = x_121;
}
if (x_122_phi) {
return 1.0f;
} else {
return 0.0f;
}
return 0.0f;
}
void main_1() {
int count = 0;
int i_1 = 0;
count = 0;
i_1 = 0;
while (true) {
const int x_51 = i_1;
const float x_53 = asfloat(x_10[0].y);
if ((x_51 < (int(x_53) + 1))) {
} else {
break;
}
const float x_58 = func_();
count = (count + int(x_58));
{
i_1 = (i_1 + 1);
}
}
if ((count == 2)) {
x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
}
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;
};
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_5 = {x_GLF_color};
return tint_symbol_5;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}