dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-clamp-loop-limit-increm.../0-opt.wgsl

87 lines
2.2 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
type Arr = array<strided_arr, 2u>;
struct buf0 {
x_GLF_uniform_float_values : Arr,
}
struct strided_arr_1 {
@size(16)
el : i32,
}
type Arr_1 = array<strided_arr_1, 3u>;
struct buf1 {
x_GLF_uniform_int_values : Arr_1,
}
@group(0) @binding(0) var<uniform> x_6 : buf0;
@group(0) @binding(1) var<uniform> x_9 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var sums : array<f32, 3u>;
var i : i32;
var indexable : mat2x4<f32>;
let x_40 : f32 = x_6.x_GLF_uniform_float_values[0].el;
let x_42 : f32 = x_6.x_GLF_uniform_float_values[0].el;
let x_44 : f32 = x_6.x_GLF_uniform_float_values[0].el;
sums = array<f32, 3u>(x_40, x_42, x_44);
i = 0;
loop {
let x_50 : i32 = i;
let x_52 : i32 = x_9.x_GLF_uniform_int_values[0].el;
let x_54 : i32 = x_9.x_GLF_uniform_int_values[0].el;
if ((x_50 < clamp(x_52, x_54, 2))) {
} else {
break;
}
let x_59 : i32 = x_9.x_GLF_uniform_int_values[2].el;
let x_61 : f32 = x_6.x_GLF_uniform_float_values[0].el;
let x_65 : i32 = i;
let x_67 : i32 = x_9.x_GLF_uniform_int_values[1].el;
indexable = mat2x4<f32>(vec4<f32>(x_61, 0.0, 0.0, 0.0), vec4<f32>(0.0, x_61, 0.0, 0.0));
let x_69 : f32 = indexable[x_65][x_67];
let x_71 : f32 = sums[x_59];
sums[x_59] = (x_71 + x_69);
continuing {
let x_74 : i32 = i;
i = (x_74 + 1);
}
}
let x_77 : i32 = x_9.x_GLF_uniform_int_values[2].el;
let x_79 : f32 = sums[x_77];
let x_81 : f32 = x_6.x_GLF_uniform_float_values[1].el;
if ((x_79 == x_81)) {
let x_87 : i32 = x_9.x_GLF_uniform_int_values[0].el;
let x_90 : i32 = x_9.x_GLF_uniform_int_values[1].el;
let x_93 : i32 = x_9.x_GLF_uniform_int_values[1].el;
let x_96 : i32 = x_9.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4<f32>(f32(x_87), f32(x_90), f32(x_93), f32(x_96));
} else {
let x_100 : i32 = x_9.x_GLF_uniform_int_values[1].el;
let x_101 : f32 = f32(x_100);
x_GLF_color = vec4<f32>(x_101, x_101, x_101, x_101);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@fragment
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}