dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-packhalf-unpackunorm/0-opt.wgsl

113 lines
3.2 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
type Arr = array<strided_arr, 4u>;
struct buf0 {
x_GLF_uniform_float_values : Arr,
}
struct strided_arr_1 {
@size(16)
el : i32,
}
type Arr_1 = array<strided_arr_1, 4u>;
struct buf1 {
x_GLF_uniform_int_values : Arr_1,
}
@group(0) @binding(0) var<uniform> x_8 : buf0;
@group(0) @binding(1) var<uniform> x_10 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : u32;
var values : vec4<f32>;
var r : vec4<f32>;
var x_85 : bool;
var x_101 : bool;
var x_117 : bool;
var x_86_phi : bool;
var x_102_phi : bool;
var x_118_phi : bool;
a = pack2x16float(vec2<f32>(1.0, 1.0));
let x_38 : u32 = a;
values = unpack4x8unorm(x_38);
let x_41 : f32 = x_8.x_GLF_uniform_float_values[3].el;
let x_43 : f32 = x_8.x_GLF_uniform_float_values[1].el;
let x_45 : f32 = x_8.x_GLF_uniform_float_values[0].el;
let x_48 : f32 = x_8.x_GLF_uniform_float_values[3].el;
let x_50 : f32 = x_8.x_GLF_uniform_float_values[0].el;
let x_53 : f32 = x_8.x_GLF_uniform_float_values[1].el;
let x_55 : f32 = x_8.x_GLF_uniform_float_values[0].el;
r = vec4<f32>(x_41, (x_43 / x_45), (x_48 / x_50), (x_53 / x_55));
let x_59 : i32 = x_10.x_GLF_uniform_int_values[0].el;
let x_61 : f32 = values[x_59];
let x_63 : i32 = x_10.x_GLF_uniform_int_values[0].el;
let x_65 : f32 = r[x_63];
let x_69 : f32 = x_8.x_GLF_uniform_float_values[2].el;
let x_70 : bool = (abs((x_61 - x_65)) < x_69);
x_86_phi = x_70;
if (x_70) {
let x_74 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_76 : f32 = values[x_74];
let x_78 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_80 : f32 = r[x_78];
let x_84 : f32 = x_8.x_GLF_uniform_float_values[2].el;
x_85 = (abs((x_76 - x_80)) < x_84);
x_86_phi = x_85;
}
let x_86 : bool = x_86_phi;
x_102_phi = x_86;
if (x_86) {
let x_90 : i32 = x_10.x_GLF_uniform_int_values[3].el;
let x_92 : f32 = values[x_90];
let x_94 : i32 = x_10.x_GLF_uniform_int_values[3].el;
let x_96 : f32 = r[x_94];
let x_100 : f32 = x_8.x_GLF_uniform_float_values[2].el;
x_101 = (abs((x_92 - x_96)) < x_100);
x_102_phi = x_101;
}
let x_102 : bool = x_102_phi;
x_118_phi = x_102;
if (x_102) {
let x_106 : i32 = x_10.x_GLF_uniform_int_values[2].el;
let x_108 : f32 = values[x_106];
let x_110 : i32 = x_10.x_GLF_uniform_int_values[2].el;
let x_112 : f32 = r[x_110];
let x_116 : f32 = x_8.x_GLF_uniform_float_values[2].el;
x_117 = (abs((x_108 - x_112)) < x_116);
x_118_phi = x_117;
}
let x_118 : bool = x_118_phi;
if (x_118) {
let x_123 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_126 : i32 = x_10.x_GLF_uniform_int_values[0].el;
let x_129 : i32 = x_10.x_GLF_uniform_int_values[0].el;
let x_132 : i32 = x_10.x_GLF_uniform_int_values[1].el;
x_GLF_color = vec4<f32>(f32(x_123), f32(x_126), f32(x_129), f32(x_132));
} else {
let x_136 : i32 = x_10.x_GLF_uniform_int_values[0].el;
let x_137 : f32 = f32(x_136);
x_GLF_color = vec4<f32>(x_137, x_137, x_137, x_137);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@fragment
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}