dawn-cmake/test/vk-gl-cts/graphicsfuzz/increment-value-in-nested-f.../0.wgsl

275 lines
6.1 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
loop {
var x_45 : bool;
var x_48 : i32;
var x_49 : i32;
var x_46 : bool;
var x_115 : i32;
var x_116 : i32;
var x_45_phi : bool;
var x_48_phi : i32;
var x_50_phi : i32;
var x_52_phi : i32;
var x_111_phi : i32;
var x_112_phi : bool;
var x_115_phi : i32;
var x_118_phi : i32;
var x_120_phi : i32;
var x_161_phi : i32;
let x_40 : f32 = x_6.injectionSwitch.x;
let x_41 : bool = (x_40 < -1.0);
x_45_phi = false;
x_48_phi = 0;
x_50_phi = 0;
x_52_phi = 0;
loop {
var x_62 : i32;
var x_65 : i32;
var x_66 : i32;
var x_63 : i32;
var x_53 : i32;
var x_62_phi : i32;
var x_65_phi : i32;
var x_67_phi : i32;
var x_51_phi : i32;
var x_49_phi : i32;
var x_46_phi : bool;
x_45 = x_45_phi;
x_48 = x_48_phi;
let x_50 : i32 = x_50_phi;
let x_52 : i32 = x_52_phi;
let x_55 : f32 = gl_FragCoord.y;
x_111_phi = x_48;
x_112_phi = x_45;
if ((x_52 < select(100, 10, (x_55 > -1.0)))) {
} else {
break;
}
x_62_phi = x_48;
x_65_phi = x_50;
x_67_phi = 0;
loop {
var x_97 : i32;
var x_68 : i32;
var x_66_phi : i32;
x_62 = x_62_phi;
x_65 = x_65_phi;
let x_67 : i32 = x_67_phi;
x_51_phi = x_65;
x_49_phi = x_62;
x_46_phi = x_45;
if ((x_67 < 2)) {
} else {
break;
}
loop {
var x_78 : bool;
var x_86_phi : i32;
var x_97_phi : i32;
var x_98_phi : bool;
let x_77 : f32 = gl_FragCoord.x;
x_78 = (x_77 < -1.0);
if (!((x_40 < 0.0))) {
if (x_78) {
x_66_phi = 0;
break;
}
x_86_phi = 1;
loop {
var x_87 : i32;
let x_86 : i32 = x_86_phi;
x_97_phi = x_65;
x_98_phi = false;
if ((x_86 < 3)) {
} else {
break;
}
if (x_78) {
continue;
}
if ((x_86 > 0)) {
x_97_phi = 1;
x_98_phi = true;
break;
}
continuing {
x_87 = (x_86 + 1);
x_86_phi = x_87;
}
}
x_97 = x_97_phi;
let x_98 : bool = x_98_phi;
x_66_phi = x_97;
if (x_98) {
break;
}
}
x_66_phi = 0;
break;
}
x_66 = x_66_phi;
x_63 = bitcast<i32>((x_62 + x_66));
if (x_41) {
loop {
if (x_41) {
} else {
break;
}
continuing {
let x_105 : f32 = f32(x_52);
x_GLF_color = vec4<f32>(x_105, x_105, x_105, x_105);
}
}
x_51_phi = x_66;
x_49_phi = x_63;
x_46_phi = true;
break;
}
continuing {
x_68 = (x_67 + 1);
x_62_phi = x_63;
x_65_phi = x_66;
x_67_phi = x_68;
}
}
let x_51 : i32 = x_51_phi;
x_49 = x_49_phi;
x_46 = x_46_phi;
x_111_phi = x_49;
x_112_phi = x_46;
if (x_46) {
break;
}
if (!(x_41)) {
x_111_phi = x_49;
x_112_phi = x_46;
break;
}
continuing {
x_53 = (x_52 + 1);
x_45_phi = x_46;
x_48_phi = x_49;
x_50_phi = x_51;
x_52_phi = x_53;
}
}
let x_111 : i32 = x_111_phi;
let x_112 : bool = x_112_phi;
if (x_112) {
break;
}
x_115_phi = x_111;
x_118_phi = 0;
x_120_phi = 0;
loop {
var x_154 : i32;
var x_121 : i32;
var x_119_phi : i32;
x_115 = x_115_phi;
let x_118 : i32 = x_118_phi;
let x_120 : i32 = x_120_phi;
let x_123 : f32 = x_6.injectionSwitch.y;
x_161_phi = x_115;
if ((x_120 < i32((x_123 + 1.0)))) {
} else {
break;
}
loop {
var x_135 : bool;
var x_143_phi : i32;
var x_154_phi : i32;
var x_155_phi : bool;
let x_134 : f32 = gl_FragCoord.x;
x_135 = (x_134 < -1.0);
if (!((x_40 < 0.0))) {
if (x_135) {
x_119_phi = 0;
break;
}
x_143_phi = 1;
loop {
var x_144 : i32;
let x_143 : i32 = x_143_phi;
x_154_phi = x_118;
x_155_phi = false;
if ((x_143 < 3)) {
} else {
break;
}
if (x_135) {
continue;
}
if ((x_143 > 0)) {
x_154_phi = 1;
x_155_phi = true;
break;
}
continuing {
x_144 = (x_143 + 1);
x_143_phi = x_144;
}
}
x_154 = x_154_phi;
let x_155 : bool = x_155_phi;
x_119_phi = x_154;
if (x_155) {
break;
}
}
x_119_phi = 0;
break;
}
var x_119 : i32;
x_119 = x_119_phi;
x_116 = bitcast<i32>((x_115 + x_119));
if (select(x_41, false, !(x_41))) {
x_161_phi = x_116;
break;
}
continuing {
x_121 = (x_120 + 1);
x_115_phi = x_116;
x_118_phi = x_119;
x_120_phi = x_121;
}
}
let x_161 : i32 = x_161_phi;
if ((x_161 == 4)) {
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, 0.0);
}
break;
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(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);
}