146 lines
3.2 KiB
GLSL
146 lines
3.2 KiB
GLSL
SKIP: FAILED
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vk-gl-cts/graphicsfuzz/unreachable-barrier-in-loops/0-opt.wgsl:9:15 warning: use of deprecated language feature: the @stride attribute is deprecated; use a larger type if necessary
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type RTArr = @stride(4) array<i32>;
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^^^^^^
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#version 310 es
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precision mediump float;
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struct buf1 {
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vec2 injectionSwitch;
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};
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struct buf2 {
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vec2 resolution;
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};
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struct doesNotMatter {
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int x_compute_data[];
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};
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uvec3 tint_symbol = uvec3(0u, 0u, 0u);
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layout(binding = 1) uniform buf1_1 {
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vec2 injectionSwitch;
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} x_10;
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layout(binding = 2) uniform buf2_1 {
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vec2 resolution;
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} x_13;
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layout(binding = 0) buffer doesNotMatter_1 {
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int x_compute_data[];
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} x_15;
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void main_1() {
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float A[1] = float[1](0.0f);
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int i = 0;
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vec4 value = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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int m = 0;
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int l = 0;
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int n = 0;
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A[0] = 0.0f;
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i = 0;
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{
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for(; (i < 50); i = (i + 1)) {
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if ((i > 0)) {
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float x_68 = A[0];
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float x_70 = A[0];
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A[0] = (x_70 + x_68);
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}
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}
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}
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while (true) {
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uint x_80 = tint_symbol.x;
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if ((x_80 < 100u)) {
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value = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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m = 0;
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{
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for(; (m < 1); m = (m + 1)) {
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l = 0;
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{
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for(; (l < 1); l = (l + 1)) {
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float x_100 = x_10.injectionSwitch.x;
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float x_102 = x_10.injectionSwitch.y;
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if ((x_100 > x_102)) {
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return;
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}
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}
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}
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}
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}
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n = 0;
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{
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for(; (n < 1); n = (n + 1)) {
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float x_118 = x_10.injectionSwitch.x;
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float x_120 = x_10.injectionSwitch.y;
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if ((x_118 > x_120)) {
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memoryBarrierShared();
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}
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}
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}
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} else {
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uint x_127 = tint_symbol.x;
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if ((x_127 < 120u)) {
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float x_133 = A[0];
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float x_135 = x_13.resolution.x;
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float x_138 = A[0];
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float x_140 = x_13.resolution.y;
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value = vec4((x_133 / x_135), (x_138 / x_140), 0.0f, 1.0f);
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} else {
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float x_144 = x_10.injectionSwitch.x;
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float x_146 = x_10.injectionSwitch.y;
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if ((x_144 > x_146)) {
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{
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if (false) {
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} else {
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break;
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}
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}
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continue;
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}
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}
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}
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{
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if (false) {
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} else {
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break;
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}
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}
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}
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float x_151 = value.x;
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x_15.x_compute_data[0] = int(x_151);
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float x_155 = value.y;
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x_15.x_compute_data[1] = int(x_155);
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float x_159 = value.z;
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x_15.x_compute_data[2] = int(x_159);
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float x_163 = value.w;
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x_15.x_compute_data[3] = int(x_163);
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return;
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}
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struct tint_symbol_4 {
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uvec3 tint_symbol_2;
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};
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void tint_symbol_1_inner(uvec3 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
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return;
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}
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_GlobalInvocationID;
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tint_symbol_1(inputs);
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}
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Error parsing GLSL shader:
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ERROR: 0:11: '' : array size required
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ERROR: 0:12: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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