dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-apfloat-mix-nan/0-opt.wgsl

80 lines
2.1 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : i32,
}
type Arr = array<strided_arr, 10u>;
struct buf1 {
x_GLF_uniform_int_values : Arr,
}
struct strided_arr_1 {
@size(16)
el : f32,
}
type Arr_1 = array<strided_arr_1, 1u>;
struct buf0 {
x_GLF_uniform_float_values : Arr_1,
}
@group(0) @binding(1) var<uniform> x_7 : buf1;
@group(0) @binding(0) var<uniform> x_9 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var nan : f32;
var undefined : vec4<f32>;
var x_83 : bool;
var x_84_phi : bool;
nan = bitcast<f32>(-1);
let x_43 : i32 = x_7.x_GLF_uniform_int_values[0].el;
let x_46 : i32 = x_7.x_GLF_uniform_int_values[1].el;
let x_49 : i32 = x_7.x_GLF_uniform_int_values[2].el;
let x_52 : i32 = x_7.x_GLF_uniform_int_values[3].el;
let x_56 : i32 = x_7.x_GLF_uniform_int_values[4].el;
let x_59 : i32 = x_7.x_GLF_uniform_int_values[5].el;
let x_62 : i32 = x_7.x_GLF_uniform_int_values[6].el;
let x_65 : i32 = x_7.x_GLF_uniform_int_values[7].el;
let x_68 : f32 = nan;
undefined = mix(vec4<f32>(f32(x_43), f32(x_46), f32(x_49), f32(x_52)), vec4<f32>(f32(x_56), f32(x_59), f32(x_62), f32(x_65)), vec4<f32>(x_68, x_68, x_68, x_68));
let x_72 : i32 = x_7.x_GLF_uniform_int_values[0].el;
let x_74 : i32 = x_7.x_GLF_uniform_int_values[9].el;
let x_75 : bool = (x_72 == x_74);
x_84_phi = x_75;
if (!(x_75)) {
let x_80 : f32 = undefined.x;
let x_82 : f32 = x_9.x_GLF_uniform_float_values[0].el;
x_83 = (x_80 > x_82);
x_84_phi = x_83;
}
let x_84 : bool = x_84_phi;
if (x_84) {
let x_89 : i32 = x_7.x_GLF_uniform_int_values[0].el;
let x_92 : i32 = x_7.x_GLF_uniform_int_values[8].el;
let x_95 : i32 = x_7.x_GLF_uniform_int_values[8].el;
let x_98 : i32 = x_7.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4<f32>(f32(x_89), f32(x_92), f32(x_95), f32(x_98));
} else {
let x_102 : i32 = x_7.x_GLF_uniform_int_values[8].el;
let x_103 : f32 = f32(x_102);
x_GLF_color = vec4<f32>(x_103, x_103, x_103, x_103);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@stage(fragment)
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}