dawn-cmake/test/vk-gl-cts/graphicsfuzz/stable-triangle-nested-cond.../0.spvasm.expected.wgsl

135 lines
3.8 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
resolution : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_24 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 {
let x_76 : f32 = (*(a)).x;
let x_78 : f32 = (*(b)).y;
let x_81 : f32 = (*(b)).x;
let x_83 : f32 = (*(a)).y;
return ((x_76 * x_78) - (x_81 * x_83));
}
fn pointInTriangle_vf2_vf2_vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f32>>, c : ptr<function, vec2<f32>>) -> i32 {
var pab : f32;
var param : vec2<f32>;
var param_1 : vec2<f32>;
var pbc : f32;
var param_2 : vec2<f32>;
var param_3 : vec2<f32>;
var pca : f32;
var param_4 : vec2<f32>;
var param_5 : vec2<f32>;
var x_145 : bool;
var x_185 : bool;
var x_146_phi : bool;
var x_186_phi : bool;
let x_88 : f32 = (*(p)).x;
let x_90 : f32 = (*(a_1)).x;
let x_93 : f32 = (*(p)).y;
let x_95 : f32 = (*(a_1)).y;
let x_99 : f32 = (*(b_1)).x;
let x_101 : f32 = (*(a_1)).x;
let x_104 : f32 = (*(b_1)).y;
let x_106 : f32 = (*(a_1)).y;
param = vec2<f32>((x_88 - x_90), (x_93 - x_95));
param_1 = vec2<f32>((x_99 - x_101), (x_104 - x_106));
let x_109 : f32 = cross2d_vf2_vf2_(&(param), &(param_1));
pab = x_109;
let x_111 : f32 = (*(p)).x;
let x_113 : f32 = (*(b_1)).x;
let x_116 : f32 = (*(p)).y;
let x_118 : f32 = (*(b_1)).y;
let x_122 : f32 = (*(c)).x;
let x_124 : f32 = (*(b_1)).x;
let x_127 : f32 = (*(c)).y;
let x_129 : f32 = (*(b_1)).y;
param_2 = vec2<f32>((x_111 - x_113), (x_116 - x_118));
param_3 = vec2<f32>((x_122 - x_124), (x_127 - x_129));
let x_132 : f32 = cross2d_vf2_vf2_(&(param_2), &(param_3));
pbc = x_132;
let x_133 : f32 = pab;
let x_135 : f32 = pbc;
let x_137 : bool = ((x_133 < 0.0) && (x_135 < 0.0));
x_146_phi = x_137;
if (!(x_137)) {
let x_141 : f32 = pab;
let x_143 : f32 = pbc;
x_145 = ((x_141 >= 0.0) && (x_143 >= 0.0));
x_146_phi = x_145;
}
let x_146 : bool = x_146_phi;
if (!(x_146)) {
return 0;
}
let x_151 : f32 = (*(p)).x;
let x_153 : f32 = (*(c)).x;
let x_156 : f32 = (*(p)).y;
let x_158 : f32 = (*(c)).y;
let x_162 : f32 = (*(a_1)).x;
let x_164 : f32 = (*(c)).x;
let x_167 : f32 = (*(a_1)).y;
let x_169 : f32 = (*(c)).y;
param_4 = vec2<f32>((x_151 - x_153), (x_156 - x_158));
param_5 = vec2<f32>((x_162 - x_164), (x_167 - x_169));
let x_172 : f32 = cross2d_vf2_vf2_(&(param_4), &(param_5));
pca = x_172;
let x_173 : f32 = pab;
let x_175 : f32 = pca;
let x_177 : bool = ((x_173 < 0.0) && (x_175 < 0.0));
x_186_phi = x_177;
if (!(x_177)) {
let x_181 : f32 = pab;
let x_183 : f32 = pca;
x_185 = ((x_181 >= 0.0) && (x_183 >= 0.0));
x_186_phi = x_185;
}
let x_186 : bool = x_186_phi;
if (!(x_186)) {
return 0;
}
return 1;
}
fn main_1() {
var pos : vec2<f32>;
var param_6 : vec2<f32>;
var param_7 : vec2<f32>;
var param_8 : vec2<f32>;
var param_9 : vec2<f32>;
let x_63 : vec4<f32> = gl_FragCoord;
let x_66 : vec2<f32> = x_24.resolution;
pos = (vec2<f32>(x_63.x, x_63.y) / x_66);
let x_68 : vec2<f32> = pos;
param_6 = x_68;
param_7 = vec2<f32>(0.699999988, 0.300000012);
param_8 = vec2<f32>(0.5, 0.899999976);
param_9 = vec2<f32>(0.100000001, 0.400000006);
let x_69 : i32 = pointInTriangle_vf2_vf2_vf2_vf2_(&(param_6), &(param_7), &(param_8), &(param_9));
if ((x_69 == 1)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
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);
}