dawn-cmake/test/tint/bug/tint/1520.spvasm.expected.wgsl

159 lines
4.0 KiB
WebGPU Shading Language

struct UniformBuffer {
@size(16)
padding : u32,
unknownInput_S1_c0 : f32,
@size(12)
padding_1 : u32,
ucolorRed_S1_c0 : vec4<f32>,
ucolorGreen_S1_c0 : vec4<f32>,
umatrix_S1 : mat3x3<f32>,
}
@binding(0) @group(0) var<uniform> x_4 : UniformBuffer;
var<private> sk_FragColor : vec4<f32>;
var<private> sk_Clockwise : bool;
var<private> vcolor_S0 : vec4<f32>;
fn test_int_S1_c0_b() -> bool {
var unknown : i32;
var ok : bool;
var val : vec4<i32>;
var x_40 : bool;
var x_41 : bool;
var x_54 : bool;
var x_55 : bool;
var x_65 : bool;
var x_66 : bool;
let x_26 : f32 = x_4.unknownInput_S1_c0;
let x_27 : i32 = i32(x_26);
unknown = x_27;
ok = true;
x_41 = false;
if (true) {
x_40 = all(((vec4<i32>(0i, 0i, 0i, 0i) / vec4<i32>(x_27, x_27, x_27, x_27)) == vec4<i32>(0i, 0i, 0i, 0i)));
x_41 = x_40;
}
ok = x_41;
let x_44 : vec4<i32> = vec4<i32>(x_27, x_27, x_27, x_27);
val = x_44;
let x_47 : vec4<i32> = (x_44 + vec4<i32>(1i, 1i, 1i, 1i));
val = x_47;
let x_48 : vec4<i32> = (x_47 - vec4<i32>(1i, 1i, 1i, 1i));
val = x_48;
let x_49 : vec4<i32> = (x_48 + vec4<i32>(1i, 1i, 1i, 1i));
val = x_49;
let x_50 : vec4<i32> = (x_49 - vec4<i32>(1i, 1i, 1i, 1i));
val = x_50;
x_55 = false;
if (x_41) {
x_54 = all((x_50 == x_44));
x_55 = x_54;
}
ok = x_55;
let x_58 : vec4<i32> = (x_50 * vec4<i32>(2i, 2i, 2i, 2i));
val = x_58;
let x_59 : vec4<i32> = (x_58 / vec4<i32>(2i, 2i, 2i, 2i));
val = x_59;
let x_60 : vec4<i32> = (x_59 * vec4<i32>(2i, 2i, 2i, 2i));
val = x_60;
let x_61 : vec4<i32> = (x_60 / vec4<i32>(2i, 2i, 2i, 2i));
val = x_61;
x_66 = false;
if (x_55) {
x_65 = all((x_61 == x_44));
x_66 = x_65;
}
ok = x_66;
return x_66;
}
fn main_1() {
var outputColor_S0 : vec4<f32>;
var output_S1 : vec4<f32>;
var x_8_unknown : f32;
var x_9_ok : bool;
var x_10_val : vec4<f32>;
var x_116 : vec4<f32>;
var x_86 : bool;
var x_87 : bool;
var x_99 : bool;
var x_100 : bool;
var x_110 : bool;
var x_111 : bool;
var x_114 : bool;
var x_115 : bool;
let x_72 : vec4<f32> = vcolor_S0;
outputColor_S0 = x_72;
let x_77 : f32 = x_4.unknownInput_S1_c0;
x_8_unknown = x_77;
x_9_ok = true;
x_87 = false;
if (true) {
x_86 = all(((vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f) / vec4<f32>(x_77, x_77, x_77, x_77)) == vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f)));
x_87 = x_86;
}
x_9_ok = x_87;
let x_89 : vec4<f32> = vec4<f32>(x_77, x_77, x_77, x_77);
x_10_val = x_89;
let x_92 : vec4<f32> = (x_89 + vec4<f32>(1.0f, 1.0f, 1.0f, 1.0f));
x_10_val = x_92;
let x_93 : vec4<f32> = (x_92 - vec4<f32>(1.0f, 1.0f, 1.0f, 1.0f));
x_10_val = x_93;
let x_94 : vec4<f32> = (x_93 + vec4<f32>(1.0f, 1.0f, 1.0f, 1.0f));
x_10_val = x_94;
let x_95 : vec4<f32> = (x_94 - vec4<f32>(1.0f, 1.0f, 1.0f, 1.0f));
x_10_val = x_95;
x_100 = false;
if (x_87) {
x_99 = all((x_95 == x_89));
x_100 = x_99;
}
x_9_ok = x_100;
let x_103 : vec4<f32> = (x_95 * vec4<f32>(2.0f, 2.0f, 2.0f, 2.0f));
x_10_val = x_103;
let x_104 : vec4<f32> = (x_103 / vec4<f32>(2.0f, 2.0f, 2.0f, 2.0f));
x_10_val = x_104;
let x_105 : vec4<f32> = (x_104 * vec4<f32>(2.0f, 2.0f, 2.0f, 2.0f));
x_10_val = x_105;
let x_106 : vec4<f32> = (x_105 / vec4<f32>(2.0f, 2.0f, 2.0f, 2.0f));
x_10_val = x_106;
x_111 = false;
if (x_100) {
x_110 = all((x_106 == x_89));
x_111 = x_110;
}
x_9_ok = x_111;
x_115 = false;
if (x_111) {
x_114 = test_int_S1_c0_b();
x_115 = x_114;
}
if (x_115) {
let x_122 : vec4<f32> = x_4.ucolorGreen_S1_c0;
x_116 = x_122;
} else {
let x_124 : vec4<f32> = x_4.ucolorRed_S1_c0;
x_116 = x_124;
}
let x_125 : vec4<f32> = x_116;
output_S1 = x_125;
sk_FragColor = x_125;
return;
}
struct main_out {
@location(0)
sk_FragColor_1 : vec4<f32>,
}
@fragment
fn main(@builtin(front_facing) sk_Clockwise_param : bool, @location(0) vcolor_S0_param : vec4<f32>) -> main_out {
sk_Clockwise = sk_Clockwise_param;
vcolor_S0 = vcolor_S0_param;
main_1();
return main_out(sk_FragColor);
}