dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/spv-double-branch-to-same-b.../0-opt.wgsl

309 lines
6.7 KiB
WebGPU Shading Language

struct buf0 {
injectionSwitch : vec2<f32>,
}
struct buf1 {
resolution : vec2<f32>,
}
var<private> data : array<i32, 10u>;
var<private> temp : array<i32, 10u>;
@group(0) @binding(0) var<uniform> x_28 : buf0;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
@group(0) @binding(1) var<uniform> x_32 : buf1;
fn merge_i1_i1_i1_(f : ptr<function, i32>, mid : ptr<function, i32>, to : ptr<function, i32>) {
var k : i32;
var i : i32;
var j : i32;
var i_1 : i32;
let x_254 : i32 = *(f);
k = x_254;
let x_255 : i32 = *(f);
i = x_255;
let x_256 : i32 = *(mid);
j = (x_256 + 1);
loop {
let x_262 : i32 = i;
let x_263 : i32 = *(mid);
let x_265 : i32 = j;
let x_266 : i32 = *(to);
if (((x_262 <= x_263) & (x_265 <= x_266))) {
} else {
break;
}
let x_270 : i32 = i;
let x_272 : i32 = data[x_270];
let x_273 : i32 = j;
let x_275 : i32 = data[x_273];
if ((x_272 < x_275)) {
let x_280 : i32 = k;
k = (x_280 + 1);
let x_282 : i32 = i;
i = (x_282 + 1);
let x_285 : i32 = data[x_282];
temp[x_280] = x_285;
} else {
let x_287 : i32 = k;
k = (x_287 + 1);
let x_289 : i32 = j;
j = (x_289 + 1);
let x_292 : i32 = data[x_289];
temp[x_287] = x_292;
}
}
loop {
let x_298 : i32 = i;
let x_300 : i32 = i;
let x_301 : i32 = *(mid);
if (((x_298 < 10) & (x_300 <= x_301))) {
} else {
break;
}
let x_305 : i32 = k;
k = (x_305 + 1);
let x_307 : i32 = i;
i = (x_307 + 1);
let x_310 : i32 = data[x_307];
temp[x_305] = x_310;
}
let x_312 : i32 = *(f);
i_1 = x_312;
loop {
let x_317 : i32 = i_1;
let x_318 : i32 = *(to);
if ((x_317 <= x_318)) {
} else {
break;
}
let x_321 : i32 = i_1;
let x_322 : i32 = i_1;
let x_324 : i32 = temp[x_322];
data[x_321] = x_324;
continuing {
let x_326 : i32 = i_1;
i_1 = (x_326 + 1);
}
}
return;
}
fn mergeSort_() {
var low : i32;
var high : i32;
var m : i32;
var i_2 : i32;
var f_1 : i32;
var mid_1 : i32;
var to_1 : i32;
var param : i32;
var param_1 : i32;
var param_2 : i32;
low = 0;
high = 9;
m = 1;
loop {
let x_333 : i32 = m;
let x_334 : i32 = high;
if ((x_333 <= x_334)) {
} else {
break;
}
let x_337 : i32 = low;
i_2 = x_337;
loop {
let x_342 : i32 = i_2;
let x_343 : i32 = high;
if ((x_342 < x_343)) {
} else {
break;
}
let x_346 : i32 = i_2;
f_1 = x_346;
let x_347 : i32 = i_2;
let x_348 : i32 = m;
mid_1 = ((x_347 + x_348) - 1);
let x_351 : i32 = i_2;
let x_352 : i32 = m;
let x_356 : i32 = high;
to_1 = min(((x_351 + (2 * x_352)) - 1), x_356);
let x_358 : i32 = f_1;
param = x_358;
let x_359 : i32 = mid_1;
param_1 = x_359;
let x_360 : i32 = to_1;
param_2 = x_360;
merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
continuing {
let x_362 : i32 = m;
let x_364 : i32 = i_2;
i_2 = (x_364 + (2 * x_362));
}
}
continuing {
let x_366 : i32 = m;
m = (2 * x_366);
}
}
return;
}
fn main_1() {
var i_3 : i32;
var j_1 : i32;
var grey : f32;
let x_87 : f32 = x_28.injectionSwitch.x;
i_3 = i32(x_87);
loop {
let x_93 : i32 = i_3;
switch(x_93) {
case 9: {
let x_123 : i32 = i_3;
data[x_123] = -5;
}
case 8: {
let x_121 : i32 = i_3;
data[x_121] = -4;
}
case 7: {
let x_119 : i32 = i_3;
data[x_119] = -3;
}
case 6: {
let x_117 : i32 = i_3;
data[x_117] = -2;
}
case 5: {
let x_115 : i32 = i_3;
data[x_115] = -1;
}
case 4: {
let x_113 : i32 = i_3;
data[x_113] = 0;
}
case 3: {
let x_111 : i32 = i_3;
data[x_111] = 1;
}
case 2: {
let x_109 : i32 = i_3;
data[x_109] = 2;
}
case 1: {
let x_107 : i32 = i_3;
data[x_107] = 3;
}
case 0: {
let x_105 : i32 = i_3;
data[x_105] = 4;
}
default: {
}
}
let x_125 : i32 = i_3;
i_3 = (x_125 + 1);
continuing {
let x_127 : i32 = i_3;
break if !(x_127 < 10);
}
}
j_1 = 0;
loop {
let x_133 : i32 = j_1;
if ((x_133 < 10)) {
} else {
break;
}
let x_136 : i32 = j_1;
let x_137 : i32 = j_1;
let x_139 : i32 = data[x_137];
temp[x_136] = x_139;
continuing {
let x_141 : i32 = j_1;
j_1 = (x_141 + 1);
}
}
mergeSort_();
let x_145 : f32 = gl_FragCoord.y;
if ((i32(x_145) < 30)) {
let x_152 : i32 = data[0];
grey = (0.5 + (f32(x_152) / 10.0));
} else {
let x_157 : f32 = gl_FragCoord.y;
if ((i32(x_157) < 60)) {
let x_164 : i32 = data[1];
grey = (0.5 + (f32(x_164) / 10.0));
} else {
let x_169 : f32 = gl_FragCoord.y;
if ((i32(x_169) < 90)) {
let x_176 : i32 = data[2];
grey = (0.5 + (f32(x_176) / 10.0));
} else {
let x_181 : f32 = gl_FragCoord.y;
if ((i32(x_181) < 120)) {
let x_188 : i32 = data[3];
grey = (0.5 + (f32(x_188) / 10.0));
} else {
let x_193 : f32 = gl_FragCoord.y;
if ((i32(x_193) < 150)) {
discard;
} else {
let x_200 : f32 = gl_FragCoord.y;
if ((i32(x_200) < 180)) {
let x_207 : i32 = data[5];
grey = (0.5 + (f32(x_207) / 10.0));
} else {
let x_212 : f32 = gl_FragCoord.y;
if ((i32(x_212) < 210)) {
let x_219 : i32 = data[6];
grey = (0.5 + (f32(x_219) / 10.0));
} else {
let x_224 : f32 = gl_FragCoord.y;
if ((i32(x_224) < 240)) {
let x_231 : i32 = data[7];
grey = (0.5 + (f32(x_231) / 10.0));
} else {
let x_236 : f32 = gl_FragCoord.y;
if ((i32(x_236) < 270)) {
let x_243 : i32 = data[8];
grey = (0.5 + (f32(x_243) / 10.0));
} else {
discard;
}
}
}
}
}
}
}
}
}
let x_247 : f32 = grey;
let x_248 : vec3<f32> = vec3<f32>(x_247, x_247, x_247);
x_GLF_color = vec4<f32>(x_248.x, x_248.y, x_248.z, 1.0);
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@fragment
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}