dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-stable-quicksort-dontin.../0-opt.spvasm.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct tint_array_wrapper {
int arr[10];
};
struct QuicksortObject {
tint_array_wrapper numbers;
};
struct buf0 {
/* 0x0000 */ packed_float2 resolution;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 [[color(0)]];
};
void swap_i1_i1_(thread int* const i, thread int* const j, thread QuicksortObject* const tint_symbol_5) {
int temp = 0;
int const x_225 = *(i);
int const x_227 = (*(tint_symbol_5)).numbers.arr[x_225];
temp = x_227;
int const x_228 = *(i);
int const x_229 = *(j);
int const x_231 = (*(tint_symbol_5)).numbers.arr[x_229];
(*(tint_symbol_5)).numbers.arr[x_228] = x_231;
int const x_233 = *(j);
int const x_234 = temp;
(*(tint_symbol_5)).numbers.arr[x_233] = x_234;
return;
}
int performPartition_i1_i1_(thread int* const l, thread int* const h, thread QuicksortObject* const tint_symbol_6) {
int pivot = 0;
int i_1 = 0;
int j_1 = 0;
int param = 0;
int param_1 = 0;
int param_2 = 0;
int param_3 = 0;
int const x_237 = *(h);
int const x_239 = (*(tint_symbol_6)).numbers.arr[x_237];
pivot = x_239;
int const x_240 = *(l);
i_1 = (x_240 - 1);
int const x_242 = *(l);
j_1 = x_242;
while (true) {
int const x_247 = j_1;
int const x_248 = *(h);
if ((x_247 <= (x_248 - 1))) {
} else {
break;
}
int const x_252 = j_1;
int const x_254 = (*(tint_symbol_6)).numbers.arr[x_252];
int const x_255 = pivot;
if ((x_254 <= x_255)) {
int const x_259 = i_1;
i_1 = (x_259 + 1);
int const x_261 = i_1;
param = x_261;
int const x_262 = j_1;
param_1 = x_262;
swap_i1_i1_(&(param), &(param_1), tint_symbol_6);
}
{
int const x_264 = j_1;
j_1 = (x_264 + 1);
}
}
int const x_266 = i_1;
i_1 = (x_266 + 1);
int const x_268 = i_1;
param_2 = x_268;
int const x_269 = *(h);
param_3 = x_269;
swap_i1_i1_(&(param_2), &(param_3), tint_symbol_6);
int const x_271 = i_1;
return x_271;
}
void quicksort_(thread QuicksortObject* const tint_symbol_7) {
int l_1 = 0;
int h_1 = 0;
int top = 0;
tint_array_wrapper stack = {};
int p = 0;
int param_4 = 0;
int param_5 = 0;
l_1 = 0;
h_1 = 9;
top = -1;
int const x_273 = top;
int const x_274 = (x_273 + 1);
top = x_274;
int const x_275 = l_1;
stack.arr[x_274] = x_275;
int const x_277 = top;
int const x_278 = (x_277 + 1);
top = x_278;
int const x_279 = h_1;
stack.arr[x_278] = x_279;
while (true) {
int const x_285 = top;
if ((x_285 >= 0)) {
} else {
break;
}
int const x_288 = top;
top = (x_288 - 1);
int const x_291 = stack.arr[x_288];
h_1 = x_291;
int const x_292 = top;
top = (x_292 - 1);
int const x_295 = stack.arr[x_292];
l_1 = x_295;
int const x_296 = l_1;
param_4 = x_296;
int const x_297 = h_1;
param_5 = x_297;
int const x_298 = performPartition_i1_i1_(&(param_4), &(param_5), tint_symbol_7);
p = x_298;
int const x_299 = p;
int const x_301 = l_1;
if (((x_299 - 1) > x_301)) {
int const x_305 = top;
int const x_306 = (x_305 + 1);
top = x_306;
int const x_307 = l_1;
stack.arr[x_306] = x_307;
int const x_309 = top;
int const x_310 = (x_309 + 1);
top = x_310;
int const x_311 = p;
stack.arr[x_310] = (x_311 - 1);
}
int const x_314 = p;
int const x_316 = h_1;
if (((x_314 + 1) < x_316)) {
int const x_320 = top;
int const x_321 = (x_320 + 1);
top = x_321;
int const x_322 = p;
stack.arr[x_321] = (x_322 + 1);
int const x_325 = top;
int const x_326 = (x_325 + 1);
top = x_326;
int const x_327 = h_1;
stack.arr[x_326] = x_327;
}
}
return;
}
void main_1(constant buf0& x_32, thread QuicksortObject* const tint_symbol_8, thread float4* const tint_symbol_9, thread float4* const tint_symbol_10) {
int i_2 = 0;
float2 uv = 0.0f;
float3 color = 0.0f;
i_2 = 0;
while (true) {
int const x_85 = i_2;
if ((x_85 < 10)) {
} else {
break;
}
int const x_88 = i_2;
int const x_89 = i_2;
(*(tint_symbol_8)).numbers.arr[x_88] = (10 - x_89);
int const x_92 = i_2;
int const x_93 = i_2;
int const x_95 = (*(tint_symbol_8)).numbers.arr[x_93];
int const x_96 = i_2;
int const x_98 = (*(tint_symbol_8)).numbers.arr[x_96];
(*(tint_symbol_8)).numbers.arr[x_92] = (x_95 * x_98);
{
int const x_101 = i_2;
i_2 = (x_101 + 1);
}
}
quicksort_(tint_symbol_8);
float4 const x_104 = *(tint_symbol_9);
float2 const x_107 = x_32.resolution;
uv = (float2(x_104.x, x_104.y) / x_107);
color = float3(1.0f, 2.0f, 3.0f);
int const x_110 = (*(tint_symbol_8)).numbers.arr[0];
float const x_113 = color.x;
color.x = (x_113 + float(x_110));
float const x_117 = uv.x;
if ((x_117 > 0.25f)) {
int const x_122 = (*(tint_symbol_8)).numbers.arr[1];
float const x_125 = color.x;
color.x = (x_125 + float(x_122));
}
float const x_129 = uv.x;
if ((x_129 > 0.5f)) {
int const x_134 = (*(tint_symbol_8)).numbers.arr[2];
float const x_137 = color.y;
color.y = (x_137 + float(x_134));
}
float const x_141 = uv.x;
if ((x_141 > 0.75f)) {
int const x_146 = (*(tint_symbol_8)).numbers.arr[3];
float const x_149 = color.z;
color.z = (x_149 + float(x_146));
}
int const x_153 = (*(tint_symbol_8)).numbers.arr[4];
float const x_156 = color.y;
color.y = (x_156 + float(x_153));
float const x_160 = uv.y;
if ((x_160 > 0.25f)) {
int const x_165 = (*(tint_symbol_8)).numbers.arr[5];
float const x_168 = color.x;
color.x = (x_168 + float(x_165));
}
float const x_172 = uv.y;
if ((x_172 > 0.5f)) {
int const x_177 = (*(tint_symbol_8)).numbers.arr[6];
float const x_180 = color.y;
color.y = (x_180 + float(x_177));
}
float const x_184 = uv.y;
if ((x_184 > 0.75f)) {
int const x_189 = (*(tint_symbol_8)).numbers.arr[7];
float const x_192 = color.z;
color.z = (x_192 + float(x_189));
}
int const x_196 = (*(tint_symbol_8)).numbers.arr[8];
float const x_199 = color.z;
color.z = (x_199 + float(x_196));
float const x_203 = uv.x;
float const x_205 = uv.y;
if ((fabs((x_203 - x_205)) < 0.25f)) {
int const x_212 = (*(tint_symbol_8)).numbers.arr[9];
float const x_215 = color.x;
color.x = (x_215 + float(x_212));
}
float3 const x_218 = color;
float3 const x_219 = normalize(x_218);
*(tint_symbol_10) = float4(x_219.x, x_219.y, x_219.z, 1.0f);
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_32 [[buffer(0)]]) {
thread float4 tint_symbol_11 = 0.0f;
thread QuicksortObject tint_symbol_12 = {};
thread float4 tint_symbol_13 = 0.0f;
tint_symbol_11 = gl_FragCoord_param;
main_1(x_32, &(tint_symbol_12), &(tint_symbol_11), &(tint_symbol_13));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_13};
tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_4;
}