blob: 22dd34007a92380f3bc58ce5a5f6ea7ff14b31eb [file] [log] [blame]
SKIP: FAILED
struct QuicksortObject {
int numbers[10];
};
struct main_out {
float4 frag_color_1;
float4 gl_Position;
};
struct main_outputs {
float4 main_out_frag_color_1 : TEXCOORD0;
float4 main_out_gl_Position : SV_Position;
};
struct main_inputs {
float4 x_GLF_pos_param : TEXCOORD0;
};
static QuicksortObject obj = (QuicksortObject)0;
static float4 x_GLF_FragCoord = (0.0f).xxxx;
static float4 x_GLF_pos = (0.0f).xxxx;
cbuffer cbuffer_x_33 : register(b0) {
uint4 x_33[1];
};
cbuffer cbuffer_x_36 : register(b1) {
uint4 x_36[1];
};
static float4 frag_color = (0.0f).xxxx;
static float4 gl_Position = (0.0f).xxxx;
void swap_i1_i1_(inout int i, inout int j) {
int temp = 0;
int x_250 = i;
int x_252 = obj.numbers[x_250];
temp = x_252;
int x_253 = i;
int x_254 = j;
int x_256 = obj.numbers[x_254];
obj.numbers[x_253] = x_256;
int x_258 = j;
int x_259 = temp;
obj.numbers[x_258] = x_259;
}
int performPartition_i1_i1_(inout int l, inout int h) {
int pivot = 0;
int i_1 = 0;
int j_1 = 0;
int param = 0;
int param_1 = 0;
int param_2 = 0;
int param_3 = 0;
int x_262 = h;
int x_264 = obj.numbers[x_262];
pivot = x_264;
int x_265 = l;
i_1 = (x_265 - 1);
int x_267 = l;
j_1 = x_267;
{
while(true) {
int x_272 = j_1;
int x_273 = h;
if ((x_272 <= (x_273 - 1))) {
} else {
break;
}
int x_277 = j_1;
int x_279 = obj.numbers[x_277];
int x_280 = pivot;
if ((x_279 <= x_280)) {
int x_284 = i_1;
i_1 = (x_284 + 1);
int x_286 = i_1;
param = x_286;
int x_287 = j_1;
param_1 = x_287;
swap_i1_i1_(param, param_1);
}
{
int x_289 = j_1;
j_1 = (x_289 + 1);
}
continue;
}
}
int x_291 = i_1;
param_2 = (x_291 + 1);
int x_293 = h;
param_3 = x_293;
swap_i1_i1_(param_2, param_3);
int x_295 = i_1;
return (x_295 + 1);
}
void quicksort_() {
int l_1 = 0;
int h_1 = 0;
int top = 0;
int stack[10] = (int[10])0;
int p = 0;
int param_4 = 0;
int param_5 = 0;
l_1 = 0;
h_1 = 9;
top = -1;
int x_298 = top;
int x_299 = (x_298 + 1);
top = x_299;
int x_300 = l_1;
stack[x_299] = x_300;
int x_302 = top;
int x_303 = (x_302 + 1);
top = x_303;
int x_304 = h_1;
stack[x_303] = x_304;
{
while(true) {
int x_310 = top;
if ((x_310 >= 0)) {
} else {
break;
}
int x_313 = top;
top = (x_313 - 1);
int x_316 = stack[x_313];
h_1 = x_316;
int x_317 = top;
top = (x_317 - 1);
int x_320 = stack[x_317];
l_1 = x_320;
int x_321 = l_1;
param_4 = x_321;
int x_322 = h_1;
param_5 = x_322;
int x_323 = performPartition_i1_i1_(param_4, param_5);
p = x_323;
int x_324 = p;
int x_326 = l_1;
if (((x_324 - 1) > x_326)) {
int x_330 = top;
int x_331 = (x_330 + 1);
top = x_331;
int x_332 = l_1;
stack[x_331] = x_332;
int x_334 = top;
int x_335 = (x_334 + 1);
top = x_335;
int x_336 = p;
stack[x_335] = (x_336 - 1);
}
int x_339 = p;
int x_341 = h_1;
if (((x_339 + 1) < x_341)) {
int x_345 = top;
int x_346 = (x_345 + 1);
top = x_346;
int x_347 = p;
stack[x_346] = (x_347 + 1);
int x_350 = top;
int x_351 = (x_350 + 1);
top = x_351;
int x_352 = h_1;
stack[x_351] = x_352;
}
{
}
continue;
}
}
}
void main_1() {
int i_2 = 0;
float2 uv = (0.0f).xx;
float3 color = (0.0f).xxx;
float4 x_94 = x_GLF_pos;
x_GLF_FragCoord = ((x_94 + float4(1.0f, 1.0f, 0.0f, 0.0f)) * float4(128.0f, 128.0f, 1.0f, 1.0f));
i_2 = 0;
{
while(true) {
int x_101 = i_2;
if ((x_101 < 10)) {
} else {
break;
}
int x_104 = i_2;
int x_105 = i_2;
obj.numbers[x_104] = (10 - x_105);
float x_109 = asfloat(x_33[0u].x);
float x_111 = asfloat(x_33[0u].y);
if ((x_109 > x_111)) {
break;
}
int x_115 = i_2;
int x_116 = i_2;
int x_118 = obj.numbers[x_116];
int x_119 = i_2;
int x_121 = obj.numbers[x_119];
obj.numbers[x_115] = (x_118 * x_121);
{
int x_124 = i_2;
i_2 = (x_124 + 1);
}
continue;
}
}
quicksort_();
float4 x_127 = x_GLF_FragCoord;
float2 x_130 = asfloat(x_36[0u].xy);
uv = (float2(x_127[0u], x_127[1u]) / x_130);
color = float3(1.0f, 2.0f, 3.0f);
int x_133 = obj.numbers[0];
float x_136 = color.x;
color[0u] = (x_136 + float(x_133));
float x_140 = uv.x;
if ((x_140 > 0.25f)) {
int x_145 = obj.numbers[1];
float x_148 = color.x;
color[0u] = (x_148 + float(x_145));
}
float x_152 = uv.x;
if ((x_152 > 0.5f)) {
int x_157 = obj.numbers[2];
float x_160 = color.y;
color[1u] = (x_160 + float(x_157));
}
float x_164 = uv.x;
if ((x_164 > 0.75f)) {
int x_169 = obj.numbers[3];
float x_172 = color.z;
color[2u] = (x_172 + float(x_169));
}
int x_176 = obj.numbers[4];
float x_179 = color.y;
color[1u] = (x_179 + float(x_176));
float x_183 = uv.y;
if ((x_183 > 0.25f)) {
int x_188 = obj.numbers[5];
float x_191 = color.x;
color[0u] = (x_191 + float(x_188));
}
float x_195 = uv.y;
if ((x_195 > 0.5f)) {
int x_200 = obj.numbers[6];
float x_203 = color.y;
color[1u] = (x_203 + float(x_200));
}
float x_207 = uv.y;
if ((x_207 > 0.75f)) {
int x_212 = obj.numbers[7];
float x_215 = color.z;
color[2u] = (x_215 + float(x_212));
}
int x_219 = obj.numbers[8];
float x_222 = color.z;
color[2u] = (x_222 + float(x_219));
float x_226 = uv.x;
float x_228 = uv.y;
if ((abs((x_226 - x_228)) < 0.25f)) {
int x_235 = obj.numbers[9];
float x_238 = color.x;
color[0u] = (x_238 + float(x_235));
}
float3 x_241 = color;
float3 x_242 = normalize(x_241);
frag_color = float4(x_242[0u], x_242[1u], x_242[2u], 1.0f);
float4 x_247 = x_GLF_pos;
gl_Position = x_247;
}
main_out main_inner(float4 x_GLF_pos_param) {
x_GLF_pos = x_GLF_pos_param;
main_1();
main_out v = {frag_color, gl_Position};
return v;
}
main_outputs main(main_inputs inputs) {
main_out v_1 = main_inner(inputs.x_GLF_pos_param);
main_out v_2 = v_1;
main_out v_3 = v_1;
main_outputs v_4 = {v_2.frag_color_1, v_3.gl_Position};
return v_4;
}
FXC validation failure:
c:\src\dawn\Shader@0x00000192FB599420(181,5-15): error X3511: forced to unroll loop, but unrolling failed.