dawn-cmake/test/vk-gl-cts/graphicsfuzz/spv-stable-collatz-O-mutate.../0.spvasm.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 resolution;
};
struct tint_array_wrapper {
float4 arr[16];
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_6, thread float4* const tint_symbol_6, thread float4* const tint_symbol_7) {
tint_array_wrapper indexable = {};
int x_65 = 0;
int x_65_phi = 0;
int x_68_phi = 0;
float4 const x_51 = *(tint_symbol_6);
float2 const x_54 = x_6.resolution;
float2 const x_57 = floor(((float2(x_51.x, x_51.y) / x_54) * 8.0f));
int const x_63 = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(int(x_57.x)) * as_type<uint>(8)))) + as_type<uint>(int(x_57.y))));
x_65_phi = 0;
x_68_phi = x_63;
while (true) {
int x_79 = 0;
int x_80 = 0;
int x_69_phi = 0;
x_65 = x_65_phi;
int const x_68 = x_68_phi;
if ((x_68 > 1)) {
} else {
break;
}
if (((x_68 & 1) == 1)) {
x_79 = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(3) * as_type<uint>(x_68)))) + as_type<uint>(1)));
x_69_phi = x_79;
} else {
x_80 = (x_68 / 2);
x_69_phi = x_80;
}
int const x_69 = x_69_phi;
{
x_65_phi = as_type<int>(as_type<int>((as_type<uint>(x_65) + as_type<uint>(as_type<int>(1)))));
x_68_phi = x_69;
}
}
tint_array_wrapper const tint_symbol_4 = {.arr={float4(0.0f, 0.0f, 0.0f, 1.0f), float4(0.5f, 0.0f, 0.0f, 1.0f), float4(0.0f, 0.5f, 0.0f, 1.0f), float4(0.5f, 0.5f, 0.0f, 1.0f), float4(0.0f, 0.0f, 0.5f, 1.0f), float4(0.5f, 0.0f, 0.5f, 1.0f), float4(0.0f, 0.5f, 0.5f, 1.0f), float4(0.5f, 0.5f, 0.5f, 1.0f), float4(0.0f, 0.0f, 0.0f, 1.0f), float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(1.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 0.0f, 1.0f, 1.0f), float4(0.0f, 1.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}};
indexable = tint_symbol_4;
float4 const x_83 = indexable.arr[as_type<int>((x_65 % 16))];
*(tint_symbol_7) = x_83;
return;
}
fragment tint_symbol_2 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_6 [[buffer(0)]]) {
thread float4 tint_symbol_8 = 0.0f;
thread float4 tint_symbol_9 = 0.0f;
tint_symbol_8 = gl_FragCoord_param;
main_1(x_6, &(tint_symbol_8), &(tint_symbol_9));
main_out const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_9};
tint_symbol_2 const tint_symbol_5 = {.x_GLF_color_1=tint_symbol_3.x_GLF_color_1};
return tint_symbol_5;
}