dawn-cmake/test/tint/bug/tint/951.spvasm.expected.glsl

74 lines
1.4 KiB
GLSL

#version 310 es
layout(binding = 0, std430) buffer ssbOut_ssbo {
float result[];
} x_16;
layout(binding = 1, std430) buffer ssbA_ssbo {
float A[];
} x_20;
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
layout(binding = 2) uniform Uniforms_ubo {
float NAN;
int aShape;
int outShape;
int outShapeStrides;
int size;
} x_24;
float getAAtOutCoords_() {
uint x_42 = tint_symbol.x;
float x_44 = x_20.A[x_42];
return x_44;
}
float unaryOperation_f1_(inout float a) {
float x_47 = a;
if ((x_47 < 0.0f)) {
return 0.0f /* inf */;
}
float x_55 = a;
return log(x_55);
}
void setOutput_i1_f1_(inout int flatIndex, inout float value) {
int x_27 = flatIndex;
float x_28 = value;
x_16.result[x_27] = x_28;
return;
}
void main_1() {
int index = 0;
float a_1 = 0.0f;
float param = 0.0f;
int param_1 = 0;
float param_2 = 0.0f;
uint x_61 = tint_symbol.x;
index = int(x_61);
int x_63 = index;
int x_70 = x_24.size;
if ((x_63 < x_70)) {
float x_75 = getAAtOutCoords_();
a_1 = x_75;
param = a_1;
float x_78 = unaryOperation_f1_(param);
param_1 = index;
param_2 = x_78;
setOutput_i1_f1_(param_1, param_2);
}
return;
}
void tint_symbol_1(uvec3 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
}
layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol_1(gl_GlobalInvocationID);
return;
}