dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-increment-array-element.../0-opt.wgsl

89 lines
2.2 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<f32, 3>;
struct buf1 {
x_GLF_uniform_float_values : Arr;
};
type Arr_1 = [[stride(16)]] array<i32, 3>;
struct buf0 {
x_GLF_uniform_int_values : Arr_1;
};
[[group(0), binding(1)]] var<uniform> x_6 : buf1;
[[group(0), binding(0)]] var<uniform> x_9 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var arr : array<f32, 3>;
var a : i32;
var x_69 : bool;
var x_79 : bool;
var x_70_phi : bool;
var x_80_phi : bool;
let x_34 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_36 : f32 = x_6.x_GLF_uniform_float_values[0];
let x_38 : f32 = x_6.x_GLF_uniform_float_values[2];
arr = array<f32, 3>(x_34, x_36, x_38);
a = 0;
loop {
let x_44 : i32 = a;
let x_46 : i32 = x_9.x_GLF_uniform_int_values[1];
if ((x_44 <= x_46)) {
} else {
break;
}
let x_49 : i32 = a;
a = (x_49 + 1);
let x_52 : f32 = x_6.x_GLF_uniform_float_values[0];
arr[x_49] = x_52;
}
let x_55 : i32 = x_9.x_GLF_uniform_int_values[1];
let x_57 : f32 = arr[x_55];
let x_59 : f32 = x_6.x_GLF_uniform_float_values[0];
let x_60 : bool = (x_57 == x_59);
x_70_phi = x_60;
if (x_60) {
let x_64 : i32 = x_9.x_GLF_uniform_int_values[2];
let x_66 : f32 = arr[x_64];
let x_68 : f32 = x_6.x_GLF_uniform_float_values[0];
x_69 = (x_66 == x_68);
x_70_phi = x_69;
}
let x_70 : bool = x_70_phi;
x_80_phi = x_70;
if (x_70) {
let x_74 : i32 = x_9.x_GLF_uniform_int_values[0];
let x_76 : f32 = arr[x_74];
let x_78 : f32 = x_6.x_GLF_uniform_float_values[2];
x_79 = (x_76 == x_78);
x_80_phi = x_79;
}
let x_80 : bool = x_80_phi;
if (x_80) {
let x_85 : i32 = x_9.x_GLF_uniform_int_values[1];
let x_87 : f32 = arr[x_85];
let x_89 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_91 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_93 : f32 = x_6.x_GLF_uniform_float_values[0];
x_GLF_color = vec4<f32>(x_87, x_89, x_91, x_93);
} else {
let x_96 : f32 = x_6.x_GLF_uniform_float_values[1];
x_GLF_color = vec4<f32>(x_96, x_96, x_96, x_96);
}
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);
}