dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-inline-pass-nested-loops/0-opt.wgsl

80 lines
1.4 KiB
WebGPU Shading Language

struct buf0 {
zero : i32,
}
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn returnRed_() -> vec4<f32> {
var x_33 : bool = false;
var x_34 : vec4<f32>;
var x_48 : vec4<f32>;
var x_36_phi : bool;
var x_51_phi : vec4<f32>;
x_36_phi = false;
loop {
var x_48_phi : vec4<f32>;
var x_49_phi : bool;
let x_36 : bool = x_36_phi;
loop {
let x_44 : i32 = x_6.zero;
if ((x_44 == 1)) {
x_33 = true;
x_34 = vec4<f32>(1.0, 0.0, 0.0, 1.0);
x_48_phi = vec4<f32>(1.0, 0.0, 0.0, 1.0);
x_49_phi = true;
break;
}
continuing {
x_48_phi = vec4<f32>();
x_49_phi = false;
if (false) {
} else {
break;
}
}
}
x_48 = x_48_phi;
let x_49 : bool = x_49_phi;
x_51_phi = x_48;
if (x_49) {
break;
}
x_33 = true;
x_34 = vec4<f32>(1.0, 0.0, 0.0, 1.0);
x_51_phi = vec4<f32>(1.0, 0.0, 0.0, 1.0);
break;
continuing {
x_36_phi = false;
}
}
let x_51 : vec4<f32> = x_51_phi;
return x_51;
}
fn main_1() {
loop {
let x_30 : vec4<f32> = returnRed_();
x_GLF_color = x_30;
if (false) {
} else {
break;
}
}
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);
}