dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-min-intbitstofloat-unde.../0-opt.wgsl

60 lines
1.2 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
type Arr = array<strided_arr, 1u>;
struct buf0 {
x_GLF_uniform_float_values : Arr,
}
struct strided_arr_1 {
@size(16)
el : i32,
}
type Arr_1 = array<strided_arr_1, 2u>;
struct buf1 {
x_GLF_uniform_int_values : Arr_1,
}
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_7 : buf0;
var<private> x_GLF_color : vec4<f32>;
@group(0) @binding(1) var<uniform> x_9 : buf1;
fn main_1() {
var f : f32;
f = min(bitcast<f32>(-1), 1.0);
let x_38 : f32 = gl_FragCoord.x;
let x_40 : f32 = x_7.x_GLF_uniform_float_values[0].el;
if ((x_38 > x_40)) {
let x_46 : i32 = x_9.x_GLF_uniform_int_values[1].el;
let x_49 : i32 = x_9.x_GLF_uniform_int_values[0].el;
let x_52 : i32 = x_9.x_GLF_uniform_int_values[0].el;
let x_55 : i32 = x_9.x_GLF_uniform_int_values[1].el;
x_GLF_color = vec4<f32>(f32(x_46), f32(x_49), f32(x_52), f32(x_55));
} else {
let x_58 : f32 = f;
x_GLF_color = vec4<f32>(x_58, x_58, x_58, x_58);
}
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);
}