dawn-cmake/test/vk-gl-cts/graphicsfuzz/two-2-iteration-loops/0-opt.spvasm.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_8, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
int odd_index = 0;
int even_index = 0;
int j = 0;
int ll = 0;
bool x_59 = false;
bool x_60_phi = false;
*(tint_symbol_5) = float4(1.0f, 0.0f, 0.0f, 1.0f);
float const x_53 = (*(tint_symbol_6)).x;
bool const x_54 = (x_53 < 128.0f);
x_60_phi = x_54;
if (x_54) {
float const x_58 = (*(tint_symbol_6)).y;
x_59 = (x_58 < 128.0f);
x_60_phi = x_59;
}
bool const x_60 = x_60_phi;
if (x_60) {
return;
}
odd_index = 0;
while (true) {
int const x_11 = odd_index;
if ((x_11 <= 1)) {
} else {
break;
}
float const x_70 = (*(tint_symbol_5)).x;
(*(tint_symbol_5)).x = (x_70 + 0.25f);
int const x_12 = odd_index;
odd_index = (x_12 + 1);
}
even_index = 1;
while (true) {
int const x_14 = even_index;
if ((x_14 >= 0)) {
} else {
break;
}
float const x_80 = (*(tint_symbol_5)).x;
(*(tint_symbol_5)).x = (x_80 + 0.25f);
float const x_84 = x_8.injectionSwitch.x;
float const x_86 = x_8.injectionSwitch.y;
if ((x_84 > x_86)) {
continue;
}
int const x_15 = even_index;
if ((x_15 >= 1)) {
discard_fragment();
}
j = 1;
while (true) {
if (true) {
} else {
break;
}
int const x_16 = ll;
if ((x_16 >= 3)) {
break;
}
int const x_17 = ll;
ll = (x_17 + 1);
int const x_19 = j;
if ((as_type<uint>(x_19) < 1u)) {
{
int const x_20 = j;
j = (x_20 + 1);
}
continue;
}
float const x_106 = x_8.injectionSwitch.x;
float const x_108 = x_8.injectionSwitch.y;
if ((x_106 > x_108)) {
break;
}
{
int const x_20 = j;
j = (x_20 + 1);
}
}
float const x_113 = x_8.injectionSwitch.x;
float const x_115 = x_8.injectionSwitch.y;
if ((x_113 > x_115)) {
*(tint_symbol_5) = float4(1.0f, 1.0f, 1.0f, 1.0f);
}
int const x_22 = even_index;
even_index = (x_22 - 1);
}
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_8 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
tint_symbol_7 = gl_FragCoord_param;
main_1(x_8, &(tint_symbol_8), &(tint_symbol_7));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_8};
tint_symbol_2 const tint_symbol_4 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_4;
}