dawn-cmake/test/vk-gl-cts/graphicsfuzz/two-nested-do-whiles/0-opt.wgsl

94 lines
1.8 KiB
WebGPU Shading Language

[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
var<private> x_GLF_color : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_7 : buf0;
var<private> gl_FragCoord : vec4<f32>;
fn main_1() {
var i : i32;
var i_1 : i32;
var i_2 : i32;
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
i = 0;
let x_35 : f32 = x_7.injectionSwitch.y;
if ((x_35 < 0.0)) {
} else {
var x_42 : bool;
let x_41 : f32 = gl_FragCoord.y;
x_42 = (x_41 < -1.0);
if (x_42) {
} else {
loop {
let x_50 : i32 = i;
if ((x_50 >= 256)) {
break;
}
loop {
i_1 = 0;
loop {
let x_58 : i32 = i_1;
if ((x_58 < 1)) {
} else {
break;
}
if (x_42) {
i_2 = 0;
loop {
let x_66 : i32 = i_2;
if ((x_66 < 1)) {
} else {
break;
}
continuing {
let x_70 : i32 = i_2;
i_2 = (x_70 + 1);
}
}
continue;
}
return;
continuing {
let x_72 : i32 = i_1;
i_1 = (x_72 + 1);
}
}
continuing {
if (false) {
} else {
break;
}
}
}
continuing {
if (false) {
} else {
break;
}
}
}
}
}
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);
}