dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/stable-triangle-nested-for-.../1.wgsl

172 lines
4.5 KiB
WebGPU Shading Language

struct buf1 {
injectionSwitch : vec2<f32>,
}
struct buf0 {
resolution : vec2<f32>,
}
@group(0) @binding(1) var<uniform> x_11 : buf1;
var<private> x_GLF_color : vec4<f32>;
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_19 : buf0;
fn pointInTriangle_vf2_vf2_vf2_vf2_(p : ptr<function, vec2<f32>>, a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>, c : ptr<function, vec2<f32>>) -> i32 {
var x_78 : f32;
var x_79 : f32;
var x_80 : f32;
var param : vec2<f32>;
var param_1 : vec2<f32>;
var param_2 : vec2<f32>;
var param_3 : vec2<f32>;
var param_4 : vec2<f32>;
var param_5 : vec2<f32>;
var x_147 : bool;
var x_203 : bool;
var x_148_phi : bool;
var x_204_phi : bool;
let x_82 : f32 = (*(p)).x;
let x_84 : f32 = (*(a)).x;
let x_87 : f32 = (*(p)).y;
let x_89 : f32 = (*(a)).y;
let x_93 : f32 = (*(b)).x;
let x_94 : f32 = (*(a)).x;
let x_97 : f32 = (*(b)).y;
let x_98 : f32 = (*(a)).y;
param = vec2<f32>((x_82 - x_84), (x_87 - x_89));
param_1 = vec2<f32>((x_93 - x_94), (x_97 - x_98));
let x_102 : f32 = param.x;
let x_104 : f32 = param_1.y;
let x_107 : f32 = param_1.x;
let x_109 : f32 = param.y;
let x_111 : f32 = ((x_102 * x_104) - (x_107 * x_109));
x_80 = x_111;
let x_112 : f32 = (*(p)).x;
let x_113 : f32 = (*(b)).x;
let x_115 : f32 = (*(p)).y;
let x_116 : f32 = (*(b)).y;
let x_120 : f32 = (*(c)).x;
let x_121 : f32 = (*(b)).x;
let x_124 : f32 = (*(c)).y;
let x_125 : f32 = (*(b)).y;
param_2 = vec2<f32>((x_112 - x_113), (x_115 - x_116));
param_3 = vec2<f32>((x_120 - x_121), (x_124 - x_125));
let x_129 : f32 = param_2.x;
let x_131 : f32 = param_3.y;
let x_134 : f32 = param_3.x;
let x_136 : f32 = param_2.y;
let x_138 : f32 = ((x_129 * x_131) - (x_134 * x_136));
x_79 = x_138;
let x_139 : bool = (x_111 < 0.0);
let x_141 : bool = (x_139 & (x_138 < 0.0));
x_148_phi = x_141;
if (!(x_141)) {
x_147 = ((x_111 >= 0.0) & (x_138 >= 0.0));
x_148_phi = x_147;
}
var x_153_phi : i32;
let x_148 : bool = x_148_phi;
if (!(x_148)) {
x_153_phi = 0;
loop {
var x_154 : i32;
var x_164_phi : i32;
let x_153 : i32 = x_153_phi;
let x_159 : f32 = x_11.injectionSwitch.y;
let x_160 : i32 = i32(x_159);
if ((x_153 < x_160)) {
} else {
break;
}
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
x_164_phi = 0;
loop {
var x_165 : i32;
let x_164 : i32 = x_164_phi;
if ((x_164 < x_160)) {
} else {
break;
}
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
continuing {
x_165 = (x_164 + 1);
x_164_phi = x_165;
}
}
continuing {
x_154 = (x_153 + 1);
x_153_phi = x_154;
}
}
return 0;
}
let x_171 : f32 = (*(p)).x;
let x_172 : f32 = (*(c)).x;
let x_174 : f32 = (*(p)).y;
let x_175 : f32 = (*(c)).y;
let x_178 : f32 = (*(a)).x;
let x_179 : f32 = (*(c)).x;
let x_181 : f32 = (*(a)).y;
let x_182 : f32 = (*(c)).y;
param_4 = vec2<f32>((x_171 - x_172), (x_174 - x_175));
param_5 = vec2<f32>((x_178 - x_179), (x_181 - x_182));
let x_186 : f32 = param_4.x;
let x_188 : f32 = param_5.y;
let x_191 : f32 = param_5.x;
let x_193 : f32 = param_4.y;
let x_195 : f32 = ((x_186 * x_188) - (x_191 * x_193));
x_78 = x_195;
let x_197 : bool = (x_139 & (x_195 < 0.0));
x_204_phi = x_197;
if (!(x_197)) {
x_203 = ((x_111 >= 0.0) & (x_195 >= 0.0));
x_204_phi = x_203;
}
let x_204 : bool = x_204_phi;
if (!(x_204)) {
return 0;
}
return 1;
}
fn main_1() {
var param_6 : vec2<f32>;
var param_7 : vec2<f32>;
var param_8 : vec2<f32>;
var param_9 : vec2<f32>;
let x_60 : vec4<f32> = gl_FragCoord;
let x_63 : vec2<f32> = x_19.resolution;
param_6 = (vec2<f32>(x_60.x, x_60.y) / x_63);
param_7 = vec2<f32>(0.699999988, 0.300000012);
param_8 = vec2<f32>(0.5, 0.899999976);
param_9 = vec2<f32>(0.100000001, 0.400000006);
let x_65 : i32 = pointInTriangle_vf2_vf2_vf2_vf2_(&(param_6), &(param_7), &(param_8), &(param_9));
if ((x_65 == 1)) {
let x_71 : f32 = x_11.injectionSwitch.y;
let x_73 : f32 = x_11.injectionSwitch.x;
if ((x_71 >= x_73)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@fragment
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}