dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-function-vec2-never-dis.../0-opt.wgsl

83 lines
1.7 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
type Arr = array<strided_arr, 2u>;
struct buf1 {
x_GLF_uniform_float_values : Arr,
}
struct buf2 {
zero : f32,
}
struct strided_arr_1 {
@size(16)
el : i32,
}
type Arr_1 = array<strided_arr_1, 2u>;
struct buf0 {
x_GLF_uniform_int_values : Arr_1,
}
@group(0) @binding(1) var<uniform> x_8 : buf1;
@group(0) @binding(2) var<uniform> x_10 : buf2;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
@group(0) @binding(0) var<uniform> x_13 : buf0;
fn func_vf2_(pos : ptr<function, vec2<f32>>) -> bool {
let x_62 : f32 = (*(pos)).x;
let x_64 : f32 = x_8.x_GLF_uniform_float_values[0].el;
if ((x_62 < x_64)) {
return true;
}
let x_69 : f32 = (*(pos)).y;
let x_71 : f32 = x_8.x_GLF_uniform_float_values[0].el;
if ((x_69 > x_71)) {
return false;
}
let x_76 : f32 = x_10.zero;
let x_78 : f32 = x_8.x_GLF_uniform_float_values[1].el;
if ((x_76 > x_78)) {
return true;
}
return true;
}
fn main_1() {
var param : vec2<f32>;
let x_42 : vec4<f32> = gl_FragCoord;
param = vec2<f32>(x_42.x, x_42.y);
let x_44 : bool = func_vf2_(&(param));
if (x_44) {
discard;
}
let x_48 : i32 = x_13.x_GLF_uniform_int_values[0].el;
let x_51 : i32 = x_13.x_GLF_uniform_int_values[1].el;
let x_54 : i32 = x_13.x_GLF_uniform_int_values[1].el;
let x_57 : i32 = x_13.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4<f32>(f32(x_48), f32(x_51), f32(x_54), f32(x_57));
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);
}