dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-loop-increment-matrix-e.../0-opt.wgsl

94 lines
2.6 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<f32, 2>;
struct buf1 {
x_GLF_uniform_float_values : Arr;
};
type Arr_1 = [[stride(16)]] array<i32, 4>;
struct buf0 {
x_GLF_uniform_int_values : Arr_1;
};
[[group(0), binding(1)]] var<uniform> x_7 : buf1;
[[group(0), binding(0)]] var<uniform> x_10 : buf0;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var m23 : mat2x3<f32>;
var i : i32;
let x_46 : f32 = x_7.x_GLF_uniform_float_values[1];
m23 = mat2x3<f32>(vec3<f32>(x_46, 0.0, 0.0), vec3<f32>(0.0, x_46, 0.0));
i = 1;
loop {
var x_80 : bool;
var x_81_phi : bool;
let x_54 : i32 = i;
let x_56 : i32 = x_10.x_GLF_uniform_int_values[3];
if ((x_54 < x_56)) {
} else {
break;
}
let x_60 : i32 = x_10.x_GLF_uniform_int_values[0];
let x_62 : i32 = x_10.x_GLF_uniform_int_values[2];
let x_64 : f32 = x_7.x_GLF_uniform_float_values[0];
let x_66 : f32 = m23[x_60][x_62];
m23[x_60][x_62] = (x_66 + x_64);
let x_70 : f32 = gl_FragCoord.y;
let x_72 : f32 = x_7.x_GLF_uniform_float_values[0];
if ((x_70 < x_72)) {
}
x_81_phi = true;
if (true) {
let x_79 : f32 = gl_FragCoord.x;
x_80 = (x_79 < 0.0);
x_81_phi = x_80;
}
let x_81 : bool = x_81_phi;
if (!(x_81)) {
break;
}
continuing {
let x_85 : i32 = i;
i = (x_85 + 1);
}
}
let x_87 : mat2x3<f32> = m23;
let x_89 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_92 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_95 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_98 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_101 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_104 : i32 = x_10.x_GLF_uniform_int_values[0];
let x_108 : mat2x3<f32> = mat2x3<f32>(vec3<f32>(f32(x_89), f32(x_92), f32(x_95)), vec3<f32>(f32(x_98), f32(x_101), f32(x_104)));
if ((all((x_87[0u] == x_108[0u])) && all((x_87[1u] == x_108[1u])))) {
let x_122 : i32 = x_10.x_GLF_uniform_int_values[0];
let x_125 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_128 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_131 : i32 = x_10.x_GLF_uniform_int_values[0];
x_GLF_color = vec4<f32>(f32(x_122), f32(x_125), f32(x_128), f32(x_131));
} else {
let x_135 : i32 = x_10.x_GLF_uniform_int_values[1];
let x_136 : f32 = f32(x_135);
x_GLF_color = vec4<f32>(x_136, x_136, x_136, x_136);
}
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);
}