dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-clear-yz-inside-condition/0-opt.wgsl

60 lines
1.2 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
type Arr = array<strided_arr, 2u>;
struct buf0 {
x_GLF_uniform_float_values : Arr,
}
struct buf1 {
zero : f32,
}
@group(0) @binding(0) var<uniform> x_6 : buf0;
@group(0) @binding(1) var<uniform> x_9 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var v0 : vec2<f32>;
var v1 : vec4<f32>;
var x_57 : vec4<f32>;
let x_32 : f32 = x_6.x_GLF_uniform_float_values[0].el;
v0 = vec2<f32>(x_32, x_32);
let x_35 : f32 = v0.x;
let x_36 : vec4<f32> = vec4<f32>(x_35, x_35, x_35, x_35);
v1 = x_36;
let x_38 : f32 = x_9.zero;
let x_40 : f32 = x_6.x_GLF_uniform_float_values[0].el;
if (!((x_38 == x_40))) {
let x_46 : f32 = x_9.zero;
let x_48 : f32 = x_6.x_GLF_uniform_float_values[1].el;
if ((x_46 == x_48)) {
return;
}
let x_53 : f32 = x_6.x_GLF_uniform_float_values[0].el;
let x_56 : vec2<f32> = (vec2<f32>(x_36.y, x_36.z) - vec2<f32>(x_53, x_53));
x_57 = vec4<f32>(x_36.x, x_56.x, x_56.y, x_36.w);
v1 = x_57;
} else {
discard;
}
x_GLF_color = x_57;
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@stage(fragment)
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}