dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-cumulate-loops-unreachable/0-opt.wgsl

103 lines
2.4 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<i32, 5>;
struct buf0 {
x_GLF_uniform_int_values : Arr;
};
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : i32;
var b : i32;
var i : i32;
var i_1 : i32;
var i_2 : i32;
var indexable : array<i32, 2>;
let x_36 : i32 = x_6.x_GLF_uniform_int_values[2];
a = x_36;
let x_38 : i32 = x_6.x_GLF_uniform_int_values[3];
b = x_38;
let x_40 : i32 = x_6.x_GLF_uniform_int_values[2];
let x_41 : f32 = f32(x_40);
x_GLF_color = vec4<f32>(x_41, x_41, x_41, x_41);
let x_44 : i32 = x_6.x_GLF_uniform_int_values[2];
i = x_44;
loop {
let x_49 : i32 = i;
let x_51 : i32 = x_6.x_GLF_uniform_int_values[0];
if ((x_49 < x_51)) {
} else {
break;
}
let x_54 : i32 = i;
let x_56 : i32 = x_6.x_GLF_uniform_int_values[3];
if ((x_54 > x_56)) {
let x_60 : i32 = a;
a = (x_60 + 1);
if (false) {
let x_65 : i32 = x_6.x_GLF_uniform_int_values[2];
i_1 = x_65;
loop {
let x_70 : i32 = i_1;
let x_72 : i32 = x_6.x_GLF_uniform_int_values[0];
if ((x_70 < x_72)) {
} else {
break;
}
return;
}
}
}
continuing {
let x_75 : i32 = i;
i = (x_75 + 1);
}
}
let x_78 : i32 = x_6.x_GLF_uniform_int_values[2];
i_2 = x_78;
loop {
let x_83 : i32 = i_2;
let x_85 : i32 = x_6.x_GLF_uniform_int_values[0];
if ((x_83 < x_85)) {
} else {
break;
}
let x_89 : i32 = x_6.x_GLF_uniform_int_values[3];
let x_91 : i32 = x_6.x_GLF_uniform_int_values[4];
let x_93 : i32 = b;
indexable = array<i32, 2>(x_89, x_91);
let x_95 : i32 = indexable[x_93];
let x_96 : i32 = a;
a = (x_96 + x_95);
continuing {
let x_98 : i32 = i_2;
i_2 = (x_98 + 1);
}
}
let x_100 : i32 = a;
let x_102 : i32 = x_6.x_GLF_uniform_int_values[1];
if ((x_100 == x_102)) {
let x_107 : i32 = x_6.x_GLF_uniform_int_values[3];
let x_110 : i32 = x_6.x_GLF_uniform_int_values[2];
let x_113 : i32 = x_6.x_GLF_uniform_int_values[2];
let x_116 : i32 = x_6.x_GLF_uniform_int_values[3];
x_GLF_color = vec4<f32>(f32(x_107), f32(x_110), f32(x_113), f32(x_116));
}
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);
}