dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-stable-bubblesort-flag-.../0.wgsl.expected.wgsl

141 lines
3.0 KiB
WebGPU Shading Language

[[block]]
struct buf1 {
resolution : vec2<f32>;
};
[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(1)]] var<uniform> x_9 : buf1;
[[group(0), binding(0)]] var<uniform> x_13 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn checkSwap_f1_f1_(a : ptr<function, f32>, b : ptr<function, f32>) -> bool {
var x_144 : bool;
let x_146 : f32 = gl_FragCoord.y;
let x_148 : f32 = x_9.resolution.y;
if ((x_146 < (x_148 / 2.0))) {
let x_154 : f32 = *(a);
let x_155 : f32 = *(b);
x_144 = (x_154 > x_155);
} else {
let x_157 : f32 = *(a);
let x_158 : f32 = *(b);
x_144 = (x_157 < x_158);
}
let x_160 : bool = x_144;
return x_160;
}
fn main_1() {
var i : i32;
var data : array<f32, 10>;
var i_1 : i32;
var j : i32;
var doSwap : bool;
var param : f32;
var param_1 : f32;
var temp : f32;
i = 0;
loop {
let x_56 : i32 = i;
if ((x_56 < 10)) {
} else {
break;
}
let x_59 : i32 = i;
let x_60 : i32 = i;
let x_64 : f32 = x_13.injectionSwitch.y;
data[x_59] = (f32((10 - x_60)) * x_64);
continuing {
let x_67 : i32 = i;
i = (x_67 + 1);
}
}
i_1 = 0;
loop {
let x_73 : i32 = i_1;
if ((x_73 < 9)) {
} else {
break;
}
j = 0;
loop {
let x_80 : i32 = j;
if ((x_80 < 10)) {
} else {
break;
}
let x_83 : i32 = j;
let x_84 : i32 = i_1;
if ((x_83 < (x_84 + 1))) {
continue;
}
let x_89 : i32 = i_1;
let x_90 : i32 = j;
let x_92 : f32 = data[x_89];
param = x_92;
let x_94 : f32 = data[x_90];
param_1 = x_94;
let x_95 : bool = checkSwap_f1_f1_(&(param), &(param_1));
doSwap = x_95;
let x_96 : bool = doSwap;
if (x_96) {
let x_99 : i32 = i_1;
let x_101 : f32 = data[x_99];
temp = x_101;
let x_102 : i32 = i_1;
let x_103 : i32 = j;
let x_105 : f32 = data[x_103];
data[x_102] = x_105;
let x_107 : i32 = j;
let x_108 : f32 = temp;
data[x_107] = x_108;
}
continuing {
let x_110 : i32 = j;
j = (x_110 + 1);
}
}
continuing {
let x_112 : i32 = i_1;
i_1 = (x_112 + 1);
}
}
let x_115 : f32 = gl_FragCoord.x;
let x_117 : f32 = x_9.resolution.x;
if ((x_115 < (x_117 / 2.0))) {
let x_124 : f32 = data[0];
let x_127 : f32 = data[5];
let x_130 : f32 = data[9];
x_GLF_color = vec4<f32>((x_124 / 10.0), (x_127 / 10.0), (x_130 / 10.0), 1.0);
} else {
let x_134 : f32 = data[5];
let x_137 : f32 = data[9];
let x_140 : f32 = data[0];
x_GLF_color = vec4<f32>((x_134 / 10.0), (x_137 / 10.0), (x_140 / 10.0), 1.0);
}
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);
}