| SKIP: FAILED |
| |
| |
| struct buf0 { |
| /* @offset(0) */ |
| sequence : vec4i, |
| } |
| |
| @group(0) @binding(0) var<uniform> x_7 : buf0; |
| |
| var<private> x_GLF_color : vec4f; |
| |
| fn main_1() { |
| var a : vec4i; |
| var i : i32; |
| var sum : i32; |
| a = vec4i(); |
| i = 0i; |
| loop { |
| if ((i < (x_7.sequence.w + 1i))) { |
| } else { |
| break; |
| } |
| if ((x_7.sequence[clamp(i, x_7.sequence.x, i)] == 1i)) { |
| let x_57 = i; |
| a[x_57] = 5i; |
| } else { |
| let x_59 = i; |
| a[x_59] = i; |
| } |
| |
| continuing { |
| i = (i + 1i); |
| } |
| } |
| sum = (((a.x + a.y) + a.z) + a.w); |
| if ((sum == 10i)) { |
| x_GLF_color = vec4f(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4f(); |
| } |
| return; |
| } |
| |
| struct main_out { |
| @location(0) |
| x_GLF_color_1 : vec4f, |
| } |
| |
| @fragment |
| fn main() -> main_out { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |
| |
| Failed to generate: :44:9 error: binary: no matching overload for 'operator * (i32, u32)' |
| |
| 9 candidate operators: |
| • 'operator * (T ✓ , T ✗ ) -> T' where: |
| ✓ 'T' is 'f32', 'i32', 'u32' or 'f16' |
| • 'operator * (vecN<T> ✗ , T ✓ ) -> vecN<T>' where: |
| ✓ 'T' is 'f32', 'i32', 'u32' or 'f16' |
| • 'operator * (T ✓ , vecN<T> ✗ ) -> vecN<T>' where: |
| ✓ 'T' is 'f32', 'i32', 'u32' or 'f16' |
| • 'operator * (T ✗ , matNxM<T> ✗ ) -> matNxM<T>' where: |
| ✗ 'T' is 'f32' or 'f16' |
| • 'operator * (matNxM<T> ✗ , T ✗ ) -> matNxM<T>' where: |
| ✗ 'T' is 'f32' or 'f16' |
| • 'operator * (vecN<T> ✗ , vecN<T> ✗ ) -> vecN<T>' where: |
| ✗ 'T' is 'f32', 'i32', 'u32' or 'f16' |
| • 'operator * (matCxR<T> ✗ , vecC<T> ✗ ) -> vecR<T>' where: |
| ✗ 'T' is 'f32' or 'f16' |
| • 'operator * (vecR<T> ✗ , matCxR<T> ✗ ) -> vecC<T>' where: |
| ✗ 'T' is 'f32' or 'f16' |
| • 'operator * (matKxR<T> ✗ , matCxK<T> ✗ ) -> matCxR<T>' where: |
| ✗ 'T' is 'f32' or 'f16' |
| |
| %20:u32 = mul %19, 4u |
| ^^^^^^^^^^^^^^^^^^^^^ |
| |
| :22:7 note: in block |
| $B3: { # body |
| ^^^ |
| |
| note: # Disassembly |
| buf0 = struct @align(16) { |
| sequence:vec4<i32> @offset(0) |
| } |
| |
| main_out = struct @align(16) { |
| x_GLF_color_1:vec4<f32> @offset(0), @location(0) |
| } |
| |
| $B1: { # root |
| %x_7:ptr<uniform, array<vec4<u32>, 1>, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %a:ptr<function, vec4<i32>, read_write> = var |
| %i:ptr<function, i32, read_write> = var |
| %sum:ptr<function, i32, read_write> = var |
| store %a, vec4<i32>(0i) |
| store %i, 0i |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %7:i32 = load %i |
| %8:ptr<uniform, vec4<u32>, read> = access %x_7, 0u |
| %9:u32 = load_vector_element %8, 3u |
| %10:i32 = bitcast %9 |
| %11:i32 = add %10, 1i |
| %12:bool = lt %7, %11 |
| if %12 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %13:i32 = load %i |
| %14:ptr<uniform, vec4<u32>, read> = access %x_7, 0u |
| %15:u32 = load_vector_element %14, 0u |
| %16:i32 = bitcast %15 |
| %17:i32 = load %i |
| %18:i32 = max %13, %16 |
| %19:i32 = min %18, %17 |
| %20:u32 = mul %19, 4u |
| %21:u32 = div %20, 16u |
| %22:ptr<uniform, vec4<u32>, read> = access %x_7, %21 |
| %23:u32 = mod %20, 16u |
| %24:u32 = div %23, 4u |
| %25:u32 = load_vector_element %22, %24 |
| %26:i32 = bitcast %25 |
| %27:bool = eq %26, 1i |
| if %27 [t: $B7, f: $B8] { # if_2 |
| $B7: { # true |
| %28:i32 = load %i |
| %x_57:i32 = let %28 |
| store_vector_element %a, %x_57, 5i |
| exit_if # if_2 |
| } |
| $B8: { # false |
| %30:i32 = load %i |
| %x_59:i32 = let %30 |
| %32:i32 = load %i |
| store_vector_element %a, %x_59, %32 |
| exit_if # if_2 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %33:i32 = load %i |
| %34:i32 = add %33, 1i |
| store %i, %34 |
| next_iteration # -> $B3 |
| } |
| } |
| %35:i32 = load_vector_element %a, 0u |
| %36:i32 = load_vector_element %a, 1u |
| %37:i32 = add %35, %36 |
| %38:i32 = load_vector_element %a, 2u |
| %39:i32 = add %37, %38 |
| %40:i32 = load_vector_element %a, 3u |
| %41:i32 = add %39, %40 |
| store %sum, %41 |
| %42:i32 = load %sum |
| %43:bool = eq %42, 10i |
| if %43 [t: $B9, f: $B10] { # if_3 |
| $B9: { # true |
| store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| exit_if # if_3 |
| } |
| $B10: { # false |
| store %x_GLF_color, vec4<f32>(0.0f) |
| exit_if # if_3 |
| } |
| } |
| ret |
| } |
| } |
| %main = @fragment func():main_out { |
| $B11: { |
| %45:void = call %main_1 |
| %46:vec4<f32> = load %x_GLF_color |
| %47:main_out = construct %46 |
| ret %47 |
| } |
| } |
| |