dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-scaled-number-nested-loops/0-opt.wgsl

191 lines
4.2 KiB
WebGPU Shading Language

struct buf0 {
one : i32,
}
@group(0) @binding(0) var<uniform> x_7 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : i32;
var i0 : i32;
var i1 : i32;
var i2 : i32;
var i3 : i32;
var i4 : i32;
var i5 : i32;
var i6 : i32;
var i7 : i32;
var i8_1 : i32;
var i9 : i32;
a = 0;
i0 = 0;
loop {
let x_40 : i32 = i0;
let x_42 : i32 = x_7.one;
if ((x_40 < x_42)) {
} else {
break;
}
i1 = 0;
loop {
let x_49 : i32 = i1;
let x_51 : i32 = x_7.one;
if ((x_49 < x_51)) {
} else {
break;
}
i2 = 0;
loop {
let x_58 : i32 = i2;
let x_60 : i32 = x_7.one;
if ((x_58 < x_60)) {
} else {
break;
}
i3 = 0;
loop {
let x_67 : i32 = i3;
let x_69 : i32 = x_7.one;
if ((x_67 < (x_69 + 2))) {
} else {
break;
}
i4 = 0;
loop {
let x_77 : i32 = i4;
let x_79 : i32 = x_7.one;
if ((x_77 < x_79)) {
} else {
break;
}
i5 = 0;
loop {
let x_86 : i32 = i5;
let x_88 : i32 = x_7.one;
if ((x_86 < x_88)) {
} else {
break;
}
loop {
let x_96 : i32 = x_7.one;
if ((x_96 > 0)) {
} else {
break;
}
i6 = 0;
loop {
let x_103 : i32 = i6;
let x_105 : i32 = x_7.one;
if ((x_103 < x_105)) {
} else {
break;
}
i7 = 0;
loop {
let x_112 : i32 = i7;
let x_114 : i32 = x_7.one;
if ((x_112 < x_114)) {
} else {
break;
}
i8_1 = 0;
loop {
let x_121 : i32 = i8_1;
let x_123 : i32 = x_7.one;
if ((x_121 < x_123)) {
} else {
break;
}
i9 = 0;
loop {
let x_130 : i32 = i9;
let x_132 : i32 = x_7.one;
if ((x_130 < x_132)) {
} else {
break;
}
let x_135 : i32 = a;
a = (x_135 + 1);
continuing {
let x_137 : i32 = i9;
i9 = (x_137 + 1);
}
}
continuing {
let x_139 : i32 = i8_1;
i8_1 = (x_139 + 1);
}
}
continuing {
let x_141 : i32 = i7;
i7 = (x_141 + 1);
}
}
continuing {
let x_143 : i32 = i6;
i6 = (x_143 + 1);
}
}
break;
}
continuing {
let x_145 : i32 = i5;
i5 = (x_145 + 1);
}
}
continuing {
let x_147 : i32 = i4;
i4 = (x_147 + 1);
}
}
continuing {
let x_149 : i32 = i3;
i3 = (x_149 + 1);
}
}
continuing {
let x_151 : i32 = i2;
i2 = (x_151 + 1);
}
}
continuing {
let x_153 : i32 = i1;
i1 = (x_153 + 1);
}
}
continuing {
let x_155 : i32 = i0;
i0 = (x_155 + 1);
}
}
let x_157 : i32 = a;
if ((x_157 == 3)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@fragment
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}