dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-bitcount/0-opt.spvasm.expected.glsl

108 lines
2.6 KiB
GLSL

SKIP: FAILED
#version 310 es
precision mediump float;
struct tint_padded_array_element {
float el;
};
struct buf0 {
tint_padded_array_element x_GLF_uniform_float_values[1];
};
struct tint_padded_array_element_1 {
int el;
};
struct buf1 {
tint_padded_array_element_1 x_GLF_uniform_int_values[3];
};
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout(binding = 0) uniform buf0_1 {
tint_padded_array_element x_GLF_uniform_float_values[1];
} x_8;
layout(binding = 1) uniform buf1_1 {
tint_padded_array_element_1 x_GLF_uniform_int_values[3];
} x_11;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
int f1_() {
int a = 0;
int i = 0;
a = 256;
float x_65 = tint_symbol.y;
float x_67 = x_8.x_GLF_uniform_float_values[0].el;
if ((x_65 > x_67)) {
a = (a + 1);
}
i = countbits(a);
int x_75 = i;
int x_77 = x_11.x_GLF_uniform_int_values[0].el;
if ((x_75 < x_77)) {
int x_82 = x_11.x_GLF_uniform_int_values[0].el;
return x_82;
}
return i;
}
void main_1() {
int a_1 = 0;
int x_38 = f1_();
a_1 = x_38;
int x_39 = a_1;
int x_41 = x_11.x_GLF_uniform_int_values[2].el;
if ((x_39 == x_41)) {
int x_47 = x_11.x_GLF_uniform_int_values[0].el;
int x_50 = x_11.x_GLF_uniform_int_values[1].el;
int x_53 = x_11.x_GLF_uniform_int_values[1].el;
int x_56 = x_11.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4(float(x_47), float(x_50), float(x_53), float(x_56));
} else {
int x_60 = x_11.x_GLF_uniform_int_values[1].el;
float x_61 = float(x_60);
x_GLF_color = vec4(x_61, x_61, x_61, x_61);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_4 {
vec4 tint_symbol_2;
};
struct tint_symbol_5 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_6 = main_out(x_GLF_color);
return tint_symbol_6;
}
tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
layout(location = 0) out vec4 x_GLF_color_1;
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_FragCoord;
tint_symbol_5 outputs;
outputs = tint_symbol_1(inputs);
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:35: 'countbits' : no matching overloaded function found
ERROR: 0:35: 'assign' : cannot convert from ' const float' to ' temp mediump int'
ERROR: 0:35: '' : compilation terminated
ERROR: 3 compilation errors. No code generated.