dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-clamp-vector-component-.../0-opt.wgsl

85 lines
2.5 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<i32, 5>;
[[block]]
struct buf1 {
x_GLF_uniform_int_values : Arr;
};
type Arr_1 = [[stride(16)]] array<f32, 2>;
[[block]]
struct buf0 {
x_GLF_uniform_float_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 v : vec4<f32>;
var i : i32;
let x_40 : i32 = x_6.x_GLF_uniform_int_values[1];
let x_43 : i32 = x_6.x_GLF_uniform_int_values[2];
let x_46 : i32 = x_6.x_GLF_uniform_int_values[3];
let x_49 : i32 = x_6.x_GLF_uniform_int_values[0];
v = vec4<f32>(f32(x_40), f32(x_43), f32(x_46), f32(x_49));
let x_53 : i32 = x_6.x_GLF_uniform_int_values[4];
i = x_53;
loop {
let x_58 : i32 = i;
let x_60 : i32 = x_6.x_GLF_uniform_int_values[0];
if ((x_58 < x_60)) {
} else {
break;
}
let x_63 : vec4<f32> = v;
let x_64 : vec4<f32> = v;
let x_65 : vec4<f32> = v;
let x_66 : vec4<f32> = v;
let x_88 : i32 = i;
let x_92 : f32 = x_9.x_GLF_uniform_float_values[0];
if ((mat4x4<f32>(vec4<f32>(x_63.x, x_63.y, x_63.z, x_63.w), vec4<f32>(x_64.x, x_64.y, x_64.z, x_64.w), vec4<f32>(x_65.x, x_65.y, x_65.z, x_65.w), vec4<f32>(x_66.x, x_66.y, x_66.z, x_66.w))[0u][x_88] > x_92)) {
let x_96 : i32 = i;
let x_97 : vec4<f32> = v;
let x_99 : f32 = x_9.x_GLF_uniform_float_values[1];
let x_102 : f32 = x_9.x_GLF_uniform_float_values[0];
let x_106 : i32 = x_6.x_GLF_uniform_int_values[1];
v[x_96] = clamp(x_97, vec4<f32>(x_99, x_99, x_99, x_99), vec4<f32>(x_102, x_102, x_102, x_102))[x_106];
}
continuing {
let x_109 : i32 = i;
i = (x_109 + 1);
}
}
let x_111 : vec4<f32> = v;
let x_113 : i32 = x_6.x_GLF_uniform_int_values[1];
let x_114 : f32 = f32(x_113);
if (all((x_111 == vec4<f32>(x_114, x_114, x_114, x_114)))) {
let x_122 : i32 = x_6.x_GLF_uniform_int_values[1];
let x_125 : i32 = x_6.x_GLF_uniform_int_values[4];
let x_128 : i32 = x_6.x_GLF_uniform_int_values[4];
let x_131 : i32 = x_6.x_GLF_uniform_int_values[1];
x_GLF_color = vec4<f32>(f32(x_122), f32(x_125), f32(x_128), f32(x_131));
} else {
let x_135 : i32 = x_6.x_GLF_uniform_int_values[4];
let x_136 : f32 = f32(x_135);
x_GLF_color = vec4<f32>(x_136, x_136, x_136, x_136);
}
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);
}