dawn-cmake/test/vk-gl-cts/graphicsfuzz/array-idx-multiplied-by-for.../0-opt.spvasm.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct tint_array_wrapper {
float2 arr[17];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 [[color(0)]];
};
float func_(constant buf0& x_7, thread float4* const tint_symbol_5) {
int x = 0;
float const x_99 = (*(tint_symbol_5)).x;
if ((x_99 < 1.0f)) {
return 5.0f;
}
float const x_104 = x_7.injectionSwitch.x;
float const x_106 = x_7.injectionSwitch.y;
if ((x_104 > x_106)) {
return 1.0f;
}
float const x_111 = x_7.injectionSwitch.x;
x = int(x_111);
float const x_114 = x_7.injectionSwitch.x;
int const x_118 = x;
x = (x_118 + (int(clamp(x_114, 0.0f, 1.0f)) * 3));
int const x_120 = x;
return (5.0f + float(x_120));
}
void main_1(constant buf0& x_7, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
int i = 0;
int j = 0;
tint_array_wrapper data = {};
i = 0;
while (true) {
int const x_48 = i;
float const x_50 = x_7.injectionSwitch.x;
if ((x_48 < (4 + int(x_50)))) {
} else {
break;
}
float const x_56 = (*(tint_symbol_6)).x;
if ((x_56 >= 0.0f)) {
j = 0;
while (true) {
bool x_81 = false;
bool x_82_phi = false;
int const x_64 = j;
if ((x_64 < 4)) {
} else {
break;
}
int const x_67 = j;
int const x_69 = i;
float const x_71 = func_(x_7, tint_symbol_6);
data.arr[((4 * x_67) + x_69)].x = x_71;
float const x_74 = data.arr[0].x;
bool const x_75 = (x_74 == 5.0f);
x_82_phi = x_75;
if (!(x_75)) {
float const x_80 = data.arr[15].x;
x_81 = (x_80 == 5.0f);
x_82_phi = x_81;
}
bool const x_82 = x_82_phi;
if (x_82) {
*(tint_symbol_7) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_7) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
float const x_87 = x_7.injectionSwitch.x;
float const x_89 = x_7.injectionSwitch.y;
if ((x_87 > x_89)) {
return;
}
{
int const x_93 = j;
j = (x_93 + 1);
}
}
}
{
int const x_95 = i;
i = (x_95 + 1);
}
}
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
tint_symbol_8 = gl_FragCoord_param;
main_1(x_7, &(tint_symbol_8), &(tint_symbol_9));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9};
tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_4;
}