dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-matching-if-always-true.../0-opt.spvasm.expected.wgsl

98 lines
2.4 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<i32, 5>;
[[block]]
struct buf0 {
x_GLF_uniform_int_values : Arr;
};
[[group(0), binding(0)]] var<uniform> x_8 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn func_i1_(x : ptr<function, i32>) -> i32 {
var a : i32;
var i : i32;
var indexable : array<i32, 4>;
let x_72 : i32 = x_8.x_GLF_uniform_int_values[0];
a = x_72;
let x_74 : i32 = x_8.x_GLF_uniform_int_values[0];
i = x_74;
loop {
let x_79 : i32 = i;
let x_81 : i32 = x_8.x_GLF_uniform_int_values[1];
if ((x_79 < x_81)) {
} else {
break;
}
let x_85 : i32 = x_8.x_GLF_uniform_int_values[3];
let x_87 : i32 = x_8.x_GLF_uniform_int_values[3];
let x_89 : i32 = x_8.x_GLF_uniform_int_values[3];
let x_91 : i32 = x_8.x_GLF_uniform_int_values[3];
let x_93 : i32 = a;
indexable = array<i32, 4>(x_85, x_87, x_89, x_91);
let x_95 : i32 = indexable[x_93];
let x_96 : i32 = *(x);
if ((x_95 > x_96)) {
if (true) {
let x_105 : i32 = x_8.x_GLF_uniform_int_values[3];
return x_105;
} else {
let x_107 : i32 = x_8.x_GLF_uniform_int_values[3];
a = x_107;
}
} else {
if (true) {
let x_111 : i32 = x_8.x_GLF_uniform_int_values[4];
return x_111;
}
}
continuing {
let x_112 : i32 = i;
i = (x_112 + 1);
}
}
let x_115 : i32 = x_8.x_GLF_uniform_int_values[0];
return x_115;
}
fn main_1() {
var a_1 : i32;
var param : i32;
var param_1 : i32;
let x_39 : i32 = x_8.x_GLF_uniform_int_values[0];
param = x_39;
let x_40 : i32 = func_i1_(&(param));
a_1 = x_40;
let x_42 : i32 = x_8.x_GLF_uniform_int_values[3];
param_1 = x_42;
let x_43 : i32 = func_i1_(&(param_1));
let x_44 : i32 = a_1;
a_1 = (x_44 + x_43);
let x_46 : i32 = a_1;
let x_48 : i32 = x_8.x_GLF_uniform_int_values[2];
if ((x_46 == x_48)) {
let x_54 : i32 = x_8.x_GLF_uniform_int_values[3];
let x_57 : i32 = x_8.x_GLF_uniform_int_values[0];
let x_60 : i32 = x_8.x_GLF_uniform_int_values[0];
let x_63 : i32 = x_8.x_GLF_uniform_int_values[3];
x_GLF_color = vec4<f32>(f32(x_54), f32(x_57), f32(x_60), f32(x_63));
} else {
let x_67 : i32 = x_8.x_GLF_uniform_int_values[0];
let x_68 : f32 = f32(x_67);
x_GLF_color = vec4<f32>(x_68, x_68, x_68, x_68);
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}