dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-optimize-phis-for/0-opt.wgsl

242 lines
6.3 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
alias Arr = array<strided_arr, 2u>;
struct buf0 {
x_GLF_uniform_float_values : Arr,
}
struct strided_arr_1 {
@size(16)
el : i32,
}
alias Arr_1 = array<strided_arr_1, 3u>;
struct buf1 {
x_GLF_uniform_int_values : Arr_1,
}
@group(0) @binding(0) var<uniform> x_7 : buf0;
@group(0) @binding(1) var<uniform> x_11 : buf1;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : f32;
var b : f32;
var i : i32;
var i_1 : i32;
var i_2 : i32;
var i_3 : i32;
var i_4 : i32;
var i_5 : i32;
var i_6 : i32;
var i_7 : i32;
var i_8 : i32;
var i_9 : i32;
var i_10 : i32;
let x_104 : f32 = x_7.x_GLF_uniform_float_values[0].el;
a = x_104;
let x_106 : f32 = x_7.x_GLF_uniform_float_values[1].el;
b = x_106;
let x_24 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i = x_24;
loop {
let x_25 : i32 = i;
let x_26 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_25 < x_26)) {
} else {
break;
}
let x_27 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i_1 = x_27;
loop {
let x_28 : i32 = i_1;
let x_29 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_28 < x_29)) {
} else {
break;
}
let x_30 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i_2 = x_30;
loop {
let x_31 : i32 = i_2;
let x_32 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_31 < x_32)) {
} else {
break;
}
let x_33 : i32 = x_11.x_GLF_uniform_int_values[2].el;
i_3 = x_33;
loop {
let x_34 : i32 = i_3;
let x_35 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_34 < x_35)) {
} else {
break;
}
let x_36 : i32 = x_11.x_GLF_uniform_int_values[2].el;
i_4 = x_36;
loop {
let x_37 : i32 = i_4;
let x_38 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_37 < x_38)) {
} else {
break;
}
let x_39 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i_5 = x_39;
loop {
let x_40 : i32 = i_5;
let x_41 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_40 < x_41)) {
} else {
break;
}
let x_42 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i_6 = x_42;
loop {
let x_43 : i32 = i_6;
let x_44 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_43 < x_44)) {
} else {
break;
}
let x_45 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i_7 = x_45;
loop {
let x_46 : i32 = i_7;
let x_47 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_46 < x_47)) {
} else {
break;
}
let x_48 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i_8 = x_48;
loop {
let x_49 : i32 = i_8;
let x_50 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_49 < x_50)) {
} else {
break;
}
let x_51 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i_9 = x_51;
loop {
let x_52 : i32 = i_9;
let x_53 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_52 < x_53)) {
} else {
break;
}
let x_54 : i32 = x_11.x_GLF_uniform_int_values[1].el;
i_10 = x_54;
loop {
let x_55 : i32 = i_10;
let x_56 : i32 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_55 < x_56)) {
} else {
break;
}
let x_196 : f32 = x_7.x_GLF_uniform_float_values[1].el;
a = x_196;
let x_198 : f32 = gl_FragCoord.y;
let x_200 : f32 = x_7.x_GLF_uniform_float_values[1].el;
if ((x_198 > x_200)) {
break;
}
continuing {
let x_57 : i32 = i_10;
i_10 = (x_57 + 1);
}
}
continuing {
let x_59 : i32 = i_9;
i_9 = (x_59 + 1);
}
}
continuing {
let x_61 : i32 = i_8;
i_8 = (x_61 + 1);
}
}
continuing {
let x_63 : i32 = i_7;
i_7 = (x_63 + 1);
}
}
continuing {
let x_65 : i32 = i_6;
i_6 = (x_65 + 1);
}
}
continuing {
let x_67 : i32 = i_5;
i_5 = (x_67 + 1);
}
}
continuing {
let x_69 : i32 = i_4;
i_4 = (x_69 + 1);
}
}
continuing {
let x_71 : i32 = i_3;
i_3 = (x_71 + 1);
}
}
continuing {
let x_73 : i32 = i_2;
i_2 = (x_73 + 1);
}
}
continuing {
let x_75 : i32 = i_1;
i_1 = (x_75 + 1);
}
}
let x_204 : f32 = b;
b = (x_204 + 1.0);
continuing {
let x_77 : i32 = i;
i = (x_77 + 1);
}
}
let x_206 : f32 = b;
let x_207 : f32 = a;
let x_208 : f32 = a;
let x_209 : f32 = b;
x_GLF_color = vec4<f32>(x_206, x_207, x_208, x_209);
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@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);
}