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

108 lines
2.8 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
alias Arr = array<strided_arr, 4u>;
struct buf1 {
x_GLF_uniform_float_values : Arr,
}
struct strided_arr_1 {
@size(16)
el : i32,
}
alias Arr_1 = array<strided_arr_1, 4u>;
struct buf0 {
x_GLF_uniform_int_values : Arr_1,
}
@group(0) @binding(1) var<uniform> x_6 : 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;
let x_35 : f32 = x_6.x_GLF_uniform_float_values[1].el;
a = pack4x8snorm(vec4<f32>(x_35, x_35, x_35, x_35));
let x_38 : u32 = a;
v1 = unpack4x8unorm(x_38);
let x_41 : f32 = x_6.x_GLF_uniform_float_values[0].el;
E = x_41;
let x_43 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_45 : f32 = v1[x_43];
let x_47 : f32 = x_6.x_GLF_uniform_float_values[2].el;
let x_49 : f32 = x_6.x_GLF_uniform_float_values[3].el;
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_10.x_GLF_uniform_int_values[0].el;
let x_60 : f32 = v1[x_58];
let x_62 : f32 = x_6.x_GLF_uniform_float_values[2].el;
let x_64 : f32 = x_6.x_GLF_uniform_float_values[3].el;
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_10.x_GLF_uniform_int_values[3].el;
let x_76 : f32 = v1[x_74];
let x_78 : f32 = x_6.x_GLF_uniform_float_values[2].el;
let x_80 : f32 = x_6.x_GLF_uniform_float_values[3].el;
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_10.x_GLF_uniform_int_values[2].el;
let x_92 : f32 = v1[x_90];
let x_94 : f32 = x_6.x_GLF_uniform_float_values[2].el;
let x_96 : f32 = x_6.x_GLF_uniform_float_values[3].el;
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_10.x_GLF_uniform_int_values[0].el;
let x_110 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_113 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_116 : i32 = x_10.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4<f32>(f32(x_107), f32(x_110), f32(x_113), f32(x_116));
} else {
let x_120 : i32 = x_10.x_GLF_uniform_int_values[1].el;
let x_121 : f32 = f32(x_120);
x_GLF_color = vec4<f32>(x_121, x_121, x_121, x_121);
}
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);
}