dawn-cmake/test/vk-gl-cts/graphicsfuzz/stable-quicksort-conditiona.../1.wgsl.expected.hlsl

241 lines
6.1 KiB
HLSL

SKIP: FAILED
struct QuicksortObject {
int numbers[10];
};
static QuicksortObject obj = (QuicksortObject)0;
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_34 : register(b0, space0) {
uint4 x_34[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void swap_i1_i1_(inout int i, inout int j) {
int temp = 0;
const int x_230 = i;
const int x_232 = obj.numbers[x_230];
temp = x_232;
const int x_233 = i;
const int x_234 = j;
const int x_236 = obj.numbers[x_234];
obj.numbers[x_233] = x_236;
const int x_238 = j;
obj.numbers[x_238] = temp;
return;
}
int performPartition_i1_i1_(inout int l, inout int h) {
int pivot = 0;
int i_1 = 0;
int j_1 = 0;
int param = 0;
int param_1 = 0;
int param_2 = 0;
int param_3 = 0;
const int x_242 = h;
const int x_244 = obj.numbers[x_242];
pivot = x_244;
const int x_245 = l;
i_1 = (x_245 - 1);
const int x_247 = l;
j_1 = x_247;
while (true) {
const int x_252 = j_1;
const int x_253 = h;
if ((x_252 <= (x_253 - 1))) {
} else {
break;
}
const int x_259 = obj.numbers[j_1];
if ((x_259 <= pivot)) {
i_1 = (i_1 + 1);
param = i_1;
param_1 = j_1;
swap_i1_i1_(param, param_1);
}
{
j_1 = (j_1 + 1);
}
}
i_1 = (i_1 + 1);
param_2 = i_1;
const int x_274 = h;
param_3 = x_274;
swap_i1_i1_(param_2, param_3);
return i_1;
}
void quicksort_() {
int l_1 = 0;
int h_1 = 0;
int top = 0;
int stack[10] = (int[10])0;
int int_a = 0;
int x_278 = 0;
int x_279 = 0;
int clamp_a = 0;
int p = 0;
int param_4 = 0;
int param_5 = 0;
l_1 = 0;
h_1 = 9;
top = -1;
const int x_281 = (top + 1);
top = x_281;
stack[x_281] = l_1;
const float x_285 = gl_FragCoord.y;
if ((x_285 >= 0.0f)) {
const int x_290 = h_1;
if (false) {
x_279 = 1;
} else {
x_279 = (h_1 << asuint(0));
}
x_278 = (x_290 | x_279);
} else {
x_278 = 1;
}
int_a = x_278;
clamp_a = clamp(h_1, h_1, int_a);
const int x_304 = (top + 1);
top = x_304;
stack[x_304] = (clamp_a / 1);
while (true) {
if ((top >= 0)) {
} else {
break;
}
const int x_315 = top;
top = (x_315 - 1);
const int x_318 = stack[x_315];
h_1 = x_318;
const int x_319 = top;
top = (x_319 - 1);
const int x_322 = stack[x_319];
l_1 = x_322;
param_4 = l_1;
param_5 = h_1;
const int x_325 = performPartition_i1_i1_(param_4, param_5);
p = x_325;
if (((p - 1) > l_1)) {
const int x_333 = (top + 1);
top = x_333;
stack[x_333] = l_1;
const int x_337 = (top + 1);
top = x_337;
stack[x_337] = (p - 1);
}
if (((p + 1) < h_1)) {
const int x_348 = (top + 1);
top = x_348;
stack[x_348] = (p + 1);
const int x_353 = (top + 1);
top = x_353;
stack[x_353] = h_1;
}
}
return;
}
void main_1() {
int i_2 = 0;
float2 uv = float2(0.0f, 0.0f);
float3 color = float3(0.0f, 0.0f, 0.0f);
i_2 = 0;
{
for(; (i_2 < 10); i_2 = (i_2 + 1)) {
obj.numbers[i_2] = (10 - i_2);
const int x_97 = i_2;
const int x_100 = obj.numbers[i_2];
const int x_103 = obj.numbers[i_2];
obj.numbers[x_97] = (x_100 * x_103);
}
}
quicksort_();
const float4 x_109 = gl_FragCoord;
const float2 x_112 = asfloat(x_34[0].xy);
uv = (float2(x_109.x, x_109.y) / x_112);
color = float3(1.0f, 2.0f, 3.0f);
const int x_115 = obj.numbers[0];
const float x_118 = color.x;
color.x = (x_118 + float(x_115));
const float x_122 = uv.x;
if ((x_122 > 0.25f)) {
const int x_127 = obj.numbers[1];
const float x_130 = color.x;
color.x = (x_130 + float(x_127));
}
const float x_134 = uv.x;
if ((x_134 > 0.5f)) {
const int x_139 = obj.numbers[2];
const float x_142 = color.y;
color.y = (x_142 + float(x_139));
}
const float x_146 = uv.x;
if ((x_146 > 0.75f)) {
const int x_151 = obj.numbers[3];
const float x_154 = color.z;
color.z = (x_154 + float(x_151));
}
const int x_158 = obj.numbers[4];
const float x_161 = color.y;
color.y = (x_161 + float(x_158));
const float x_165 = uv.y;
if ((x_165 > 0.25f)) {
const int x_170 = obj.numbers[5];
const float x_173 = color.x;
color.x = (x_173 + float(x_170));
}
const float x_177 = uv.y;
if ((x_177 > 0.5f)) {
const int x_182 = obj.numbers[6];
const float x_185 = color.y;
color.y = (x_185 + float(x_182));
}
const float x_189 = uv.y;
if ((x_189 > 0.75f)) {
const int x_194 = obj.numbers[7];
const float x_197 = color.z;
color.z = (x_197 + float(x_194));
}
const int x_201 = obj.numbers[8];
const float x_204 = color.z;
color.z = (x_204 + float(x_201));
const float x_208 = uv.x;
const float x_210 = uv.y;
if ((abs((x_208 - x_210)) < 0.25f)) {
const int x_217 = obj.numbers[9];
const float x_220 = color.x;
color.x = (x_220 + float(x_217));
}
const float3 x_224 = normalize(color);
x_GLF_color = float4(x_224.x, x_224.y, x_224.z, 1.0f);
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const float4 gl_FragCoord_param = tint_symbol.gl_FragCoord_param;
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
const tint_symbol_2 tint_symbol_5 = {tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
}
C:\src\tint\test\Shader@0x000002356DF3F300(146,7-22): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll
C:\src\tint\test\Shader@0x000002356DF3F300(101,19-29): warning X3556: integer divides may be much slower, try using uints if possible.
C:\src\tint\test\Shader@0x000002356DF3F300(20,3-20): error X3500: array reference cannot be used as an l-value; not natively addressable
C:\src\tint\test\Shader@0x000002356DF3F300(41,3-14): error X3511: forced to unroll loop, but unrolling failed.
C:\src\tint\test\Shader@0x000002356DF3F300(102,3-14): error X3511: forced to unroll loop, but unrolling failed.