241 lines
6.1 KiB
HLSL
241 lines
6.1 KiB
HLSL
SKIP: FAILED
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struct QuicksortObject {
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int numbers[10];
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};
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static QuicksortObject obj = (QuicksortObject)0;
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static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
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cbuffer cbuffer_x_34 : register(b0, space0) {
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uint4 x_34[1];
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};
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static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void swap_i1_i1_(inout int i, inout int j) {
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int temp = 0;
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const int x_230 = i;
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const int x_232 = obj.numbers[x_230];
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temp = x_232;
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const int x_233 = i;
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const int x_234 = j;
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const int x_236 = obj.numbers[x_234];
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obj.numbers[x_233] = x_236;
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const int x_238 = j;
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obj.numbers[x_238] = temp;
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return;
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}
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int performPartition_i1_i1_(inout int l, inout int h) {
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int pivot = 0;
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int i_1 = 0;
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int j_1 = 0;
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int param = 0;
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int param_1 = 0;
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int param_2 = 0;
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int param_3 = 0;
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const int x_242 = h;
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const int x_244 = obj.numbers[x_242];
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pivot = x_244;
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const int x_245 = l;
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i_1 = (x_245 - 1);
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const int x_247 = l;
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j_1 = x_247;
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while (true) {
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const int x_252 = j_1;
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const int x_253 = h;
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if ((x_252 <= (x_253 - 1))) {
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} else {
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break;
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}
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const int x_259 = obj.numbers[j_1];
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if ((x_259 <= pivot)) {
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i_1 = (i_1 + 1);
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param = i_1;
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param_1 = j_1;
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swap_i1_i1_(param, param_1);
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}
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{
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j_1 = (j_1 + 1);
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}
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}
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i_1 = (i_1 + 1);
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param_2 = i_1;
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const int x_274 = h;
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param_3 = x_274;
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swap_i1_i1_(param_2, param_3);
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return i_1;
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}
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void quicksort_() {
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int l_1 = 0;
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int h_1 = 0;
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int top = 0;
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int stack[10] = (int[10])0;
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int int_a = 0;
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int x_278 = 0;
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int x_279 = 0;
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int clamp_a = 0;
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int p = 0;
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int param_4 = 0;
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int param_5 = 0;
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l_1 = 0;
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h_1 = 9;
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top = -1;
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const int x_281 = (top + 1);
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top = x_281;
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stack[x_281] = l_1;
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const float x_285 = gl_FragCoord.y;
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if ((x_285 >= 0.0f)) {
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const int x_290 = h_1;
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if (false) {
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x_279 = 1;
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} else {
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x_279 = (h_1 << asuint(0));
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}
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x_278 = (x_290 | x_279);
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} else {
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x_278 = 1;
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}
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int_a = x_278;
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clamp_a = clamp(h_1, h_1, int_a);
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const int x_304 = (top + 1);
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top = x_304;
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stack[x_304] = (clamp_a / 1);
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while (true) {
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if ((top >= 0)) {
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} else {
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break;
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}
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const int x_315 = top;
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top = (x_315 - 1);
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const int x_318 = stack[x_315];
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h_1 = x_318;
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const int x_319 = top;
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top = (x_319 - 1);
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const int x_322 = stack[x_319];
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l_1 = x_322;
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param_4 = l_1;
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param_5 = h_1;
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const int x_325 = performPartition_i1_i1_(param_4, param_5);
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p = x_325;
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if (((p - 1) > l_1)) {
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const int x_333 = (top + 1);
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top = x_333;
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stack[x_333] = l_1;
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const int x_337 = (top + 1);
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top = x_337;
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stack[x_337] = (p - 1);
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}
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if (((p + 1) < h_1)) {
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const int x_348 = (top + 1);
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top = x_348;
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stack[x_348] = (p + 1);
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const int x_353 = (top + 1);
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top = x_353;
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stack[x_353] = h_1;
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}
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}
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return;
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}
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void main_1() {
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int i_2 = 0;
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float2 uv = float2(0.0f, 0.0f);
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float3 color = float3(0.0f, 0.0f, 0.0f);
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i_2 = 0;
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{
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for(; (i_2 < 10); i_2 = (i_2 + 1)) {
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obj.numbers[i_2] = (10 - i_2);
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const int x_97 = i_2;
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const int x_100 = obj.numbers[i_2];
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const int x_103 = obj.numbers[i_2];
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obj.numbers[x_97] = (x_100 * x_103);
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}
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}
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quicksort_();
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const float4 x_109 = gl_FragCoord;
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const float2 x_112 = asfloat(x_34[0].xy);
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uv = (float2(x_109.x, x_109.y) / x_112);
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color = float3(1.0f, 2.0f, 3.0f);
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const int x_115 = obj.numbers[0];
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const float x_118 = color.x;
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color.x = (x_118 + float(x_115));
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const float x_122 = uv.x;
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if ((x_122 > 0.25f)) {
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const int x_127 = obj.numbers[1];
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const float x_130 = color.x;
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color.x = (x_130 + float(x_127));
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}
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const float x_134 = uv.x;
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if ((x_134 > 0.5f)) {
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const int x_139 = obj.numbers[2];
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const float x_142 = color.y;
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color.y = (x_142 + float(x_139));
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}
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const float x_146 = uv.x;
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if ((x_146 > 0.75f)) {
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const int x_151 = obj.numbers[3];
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const float x_154 = color.z;
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color.z = (x_154 + float(x_151));
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}
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const int x_158 = obj.numbers[4];
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const float x_161 = color.y;
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color.y = (x_161 + float(x_158));
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const float x_165 = uv.y;
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if ((x_165 > 0.25f)) {
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const int x_170 = obj.numbers[5];
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const float x_173 = color.x;
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color.x = (x_173 + float(x_170));
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}
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const float x_177 = uv.y;
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if ((x_177 > 0.5f)) {
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const int x_182 = obj.numbers[6];
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const float x_185 = color.y;
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color.y = (x_185 + float(x_182));
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}
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const float x_189 = uv.y;
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if ((x_189 > 0.75f)) {
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const int x_194 = obj.numbers[7];
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const float x_197 = color.z;
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color.z = (x_197 + float(x_194));
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}
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const int x_201 = obj.numbers[8];
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const float x_204 = color.z;
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color.z = (x_204 + float(x_201));
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const float x_208 = uv.x;
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const float x_210 = uv.y;
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if ((abs((x_208 - x_210)) < 0.25f)) {
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const int x_217 = obj.numbers[9];
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const float x_220 = color.x;
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color.x = (x_220 + float(x_217));
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}
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const float3 x_224 = normalize(color);
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x_GLF_color = float4(x_224.x, x_224.y, x_224.z, 1.0f);
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return;
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}
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 gl_FragCoord_param : SV_Position;
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};
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struct tint_symbol_2 {
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float4 x_GLF_color_1 : SV_Target0;
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};
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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const main_out tint_symbol_3 = {x_GLF_color};
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const tint_symbol_2 tint_symbol_5 = {tint_symbol_3.x_GLF_color_1};
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return tint_symbol_5;
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}
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C:\src\tint\test\Shader@0x00000212422D4360(146,7-22): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll
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C:\src\tint\test\Shader@0x00000212422D4360(101,19-29): warning X3556: integer divides may be much slower, try using uints if possible.
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C:\src\tint\test\Shader@0x00000212422D4360(20,3-20): error X3500: array reference cannot be used as an l-value; not natively addressable
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C:\src\tint\test\Shader@0x00000212422D4360(41,3-14): error X3511: forced to unroll loop, but unrolling failed.
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C:\src\tint\test\Shader@0x00000212422D4360(102,3-14): error X3511: forced to unroll loop, but unrolling failed.
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