dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/spv-stable-collatz-O-mutate.../0.wgsl

63 lines
1.8 KiB
WebGPU Shading Language

struct buf0 {
resolution : vec2<f32>,
}
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var indexable : array<vec4<f32>, 16u>;
var x_65 : i32;
var x_65_phi : i32;
var x_68_phi : i32;
let x_51 : vec4<f32> = gl_FragCoord;
let x_54 : vec2<f32> = x_6.resolution;
let x_57 : vec2<f32> = floor(((vec2<f32>(x_51.x, x_51.y) / x_54) * 8.0));
let x_63 : i32 = ((i32(x_57.x) * 8) + i32(x_57.y));
x_65_phi = 0;
x_68_phi = x_63;
loop {
var x_79 : i32;
var x_80 : i32;
var x_69_phi : i32;
x_65 = x_65_phi;
let x_68 : i32 = x_68_phi;
if ((x_68 > 1)) {
} else {
break;
}
if (((x_68 & 1) == 1)) {
x_79 = ((3 * x_68) + 1);
x_69_phi = x_79;
} else {
x_80 = (x_68 / 2);
x_69_phi = x_80;
}
let x_69 : i32 = x_69_phi;
continuing {
x_65_phi = bitcast<i32>((x_65 + bitcast<i32>(1)));
x_68_phi = x_69;
}
}
indexable = array<vec4<f32>, 16u>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
let x_83 : vec4<f32> = indexable[bitcast<i32>((x_65 % 16))];
x_GLF_color = x_83;
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);
}