dawn-cmake/test/vk-gl-cts/graphicsfuzz/flag-always-false-if/0-opt.wgsl.expected.msl

92 lines
2.4 KiB
Plaintext

#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 injectionSwitch;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_7, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
int loop_count = 0;
loop_count = 0;
float const x_33 = x_7.injectionSwitch.x;
float const x_35 = x_7.injectionSwitch.y;
bool const x_36 = (x_33 > x_35);
if (x_36) {
return;
}
float const x_40 = (*(tint_symbol_3)).x;
bool const x_41 = (x_40 < 0.0f);
while (true) {
int const x_43 = loop_count;
if ((x_43 < 100)) {
} else {
break;
}
if (x_36) {
break;
}
if (x_36) {
*(tint_symbol_4) = float4(1.0f, 1.0f, 1.0f, 1.0f);
} else {
if (x_41) {
return;
}
}
if (x_36) {
*(tint_symbol_4) = float4(1.0f, 1.0f, 1.0f, 1.0f);
} else {
*(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f);
}
if (x_36) {
return;
}
if (x_41) {
while (true) {
int const x_63 = loop_count;
if ((x_63 < 100)) {
} else {
break;
}
{
int const x_67 = loop_count;
loop_count = as_type<int>((as_type<uint>(x_67) + as_type<uint>(1)));
}
}
}
{
int const x_69 = loop_count;
loop_count = as_type<int>((as_type<uint>(x_69) + as_type<uint>(1)));
}
}
int const x_71 = loop_count;
if ((x_71 >= 100)) {
*(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_4) = float4(1.0f, 1.0f, 1.0f, 1.0f);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_7, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
*(tint_symbol_5) = gl_FragCoord_param;
main_1(x_7, tint_symbol_5, tint_symbol_6);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_7 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_7, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}