blob: 097dd84ffba95e57424a366c3956f4d4d347c364 [file] [log] [blame]
SKIP: FAILED
void set_float3(inout float3 vec, int idx, float val) {
vec = (idx.xxx == int3(0, 1, 2)) ? val.xxx : vec;
}
cbuffer cbuffer_x_7 : register(b1, space0) {
uint4 x_7[2];
};
cbuffer cbuffer_x_10 : register(b0, space0) {
uint4 x_10[4];
};
static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float2x3 m23 = float2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
int i = 0;
const float x_46 = asfloat(x_7[1].x);
m23 = float2x3(float3(x_46, 0.0f, 0.0f), float3(0.0f, x_46, 0.0f));
i = 1;
[loop] while (true) {
bool x_80 = false;
bool x_81_phi = false;
const int x_54 = i;
const int x_56 = asint(x_10[3].x);
if ((x_54 < x_56)) {
} else {
break;
}
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_60 = asint(x_10[scalar_offset / 4][scalar_offset % 4]);
const int x_62 = asint(x_10[2].x);
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const float x_64 = asfloat(x_7[scalar_offset_1 / 4][scalar_offset_1 % 4]);
const float x_66 = m23[x_60][x_62];
set_float3(m23[x_60], x_62, (x_66 + x_64));
const float x_70 = gl_FragCoord.y;
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const float x_72 = asfloat(x_7[scalar_offset_2 / 4][scalar_offset_2 % 4]);
if ((x_70 < x_72)) {
}
x_81_phi = true;
if (true) {
const float x_79 = gl_FragCoord.x;
x_80 = (x_79 < 0.0f);
x_81_phi = x_80;
}
if (!(x_81_phi)) {
break;
}
{
i = (i + 1);
}
}
const float2x3 x_87 = m23;
const int x_89 = asint(x_10[1].x);
const int x_92 = asint(x_10[1].x);
const int x_95 = asint(x_10[1].x);
const int x_98 = asint(x_10[1].x);
const int x_101 = asint(x_10[1].x);
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_104 = asint(x_10[scalar_offset_3 / 4][scalar_offset_3 % 4]);
const float2x3 x_108 = float2x3(float3(float(x_89), float(x_92), float(x_95)), float3(float(x_98), float(x_101), float(x_104)));
if ((all((x_87[0u] == x_108[0u])) & all((x_87[1u] == x_108[1u])))) {
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const int x_122 = asint(x_10[scalar_offset_4 / 4][scalar_offset_4 % 4]);
const int x_125 = asint(x_10[1].x);
const int x_128 = asint(x_10[1].x);
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const int x_131 = asint(x_10[scalar_offset_5 / 4][scalar_offset_5 % 4]);
x_GLF_color = float4(float(x_122), float(x_125), float(x_128), float(x_131));
} else {
const int x_135 = asint(x_10[1].x);
const float x_136 = float(x_135);
x_GLF_color = float4(x_136, x_136, x_136, x_136);
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 gl_FragCoord_param : SV_Position;
};
struct tint_symbol_2 {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner(float4 gl_FragCoord_param) {
gl_FragCoord = gl_FragCoord_param;
main_1();
const main_out tint_symbol_5 = {x_GLF_color};
return tint_symbol_5;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
C:\src\tint\test\Shader@0x000001FC5E0CC510(20,10-21): error X3531: can't unroll loops marked with loop attribute