dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-inst-combine-simplify-d.../0-opt.wgsl

96 lines
2.6 KiB
WebGPU Shading Language

type Arr = [[stride(16)]] array<i32, 4>;
struct buf1 {
x_GLF_uniform_int_values : Arr;
};
type Arr_1 = [[stride(16)]] array<f32, 3>;
struct buf0 {
x_GLF_uniform_float_values : Arr_1;
};
[[group(0), binding(1)]] var<uniform> x_8 : buf1;
[[group(0), binding(0)]] var<uniform> x_10 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : u32;
var v1 : vec4<f32>;
var E : f32;
var x_69 : bool;
var x_85 : bool;
var x_101 : bool;
var x_70_phi : bool;
var x_86_phi : bool;
var x_102_phi : bool;
a = pack2x16float(vec2<f32>(1.0, 1.0));
let x_40 : u32 = a;
v1 = unpack4x8snorm(x_40);
E = 0.01;
let x_43 : i32 = x_8.x_GLF_uniform_int_values[1];
let x_45 : f32 = v1[x_43];
let x_47 : f32 = x_10.x_GLF_uniform_float_values[0];
let x_49 : f32 = x_10.x_GLF_uniform_float_values[1];
let x_53 : f32 = E;
let x_54 : bool = (abs((x_45 - (x_47 / x_49))) < x_53);
x_70_phi = x_54;
if (x_54) {
let x_58 : i32 = x_8.x_GLF_uniform_int_values[0];
let x_60 : f32 = v1[x_58];
let x_62 : f32 = x_10.x_GLF_uniform_float_values[2];
let x_64 : f32 = x_10.x_GLF_uniform_float_values[1];
let x_68 : f32 = E;
x_69 = (abs((x_60 - (x_62 / x_64))) < x_68);
x_70_phi = x_69;
}
let x_70 : bool = x_70_phi;
x_86_phi = x_70;
if (x_70) {
let x_74 : i32 = x_8.x_GLF_uniform_int_values[2];
let x_76 : f32 = v1[x_74];
let x_78 : f32 = x_10.x_GLF_uniform_float_values[0];
let x_80 : f32 = x_10.x_GLF_uniform_float_values[1];
let x_84 : f32 = E;
x_85 = (abs((x_76 - (x_78 / x_80))) < x_84);
x_86_phi = x_85;
}
let x_86 : bool = x_86_phi;
x_102_phi = x_86;
if (x_86) {
let x_90 : i32 = x_8.x_GLF_uniform_int_values[3];
let x_92 : f32 = v1[x_90];
let x_94 : f32 = x_10.x_GLF_uniform_float_values[2];
let x_96 : f32 = x_10.x_GLF_uniform_float_values[1];
let x_100 : f32 = E;
x_101 = (abs((x_92 - (x_94 / x_96))) < x_100);
x_102_phi = x_101;
}
let x_102 : bool = x_102_phi;
if (x_102) {
let x_107 : i32 = x_8.x_GLF_uniform_int_values[0];
let x_110 : i32 = x_8.x_GLF_uniform_int_values[1];
let x_113 : i32 = x_8.x_GLF_uniform_int_values[1];
let x_116 : i32 = x_8.x_GLF_uniform_int_values[0];
x_GLF_color = vec4<f32>(f32(x_107), f32(x_110), f32(x_113), f32(x_116));
} else {
let x_120 : i32 = x_8.x_GLF_uniform_int_values[1];
let x_122 : f32 = v1[x_120];
x_GLF_color = vec4<f32>(x_122, x_122, x_122, x_122);
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}