blob: 0727d5b5ae411a7b74a2047d5812f03329d76bab [file] [log] [blame]
SKIP: FAILED
struct QuicksortObject {
int numbers[10];
};
static QuicksortObject obj = (QuicksortObject)0;
static float4 x_GLF_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 x_GLF_pos = float4(0.0f, 0.0f, 0.0f, 0.0f);
cbuffer cbuffer_x_34 : register(b0, space0) {
uint4 x_34[1];
};
static float4 frag_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
static float4 gl_Position = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
int x_90 = 0;
int x_91 = 0;
int x_92 = 0;
int x_93 = 0;
int x_94 = 0;
int x_95 = 0;
int x_96 = 0;
int x_97 = 0;
int x_98 = 0;
int x_99 = 0;
int x_100 = 0;
int x_101 = 0;
int x_102 = 0;
int x_103[10] = (int[10])0;
int x_104 = 0;
int x_105 = 0;
int x_106 = 0;
int i_2 = 0;
float2 uv = float2(0.0f, 0.0f);
float3 color = float3(0.0f, 0.0f, 0.0f);
x_GLF_FragCoord = ((x_GLF_pos + float4(1.0f, 1.0f, 0.0f, 0.0f)) * float4(128.0f, 128.0f, 1.0f, 1.0f));
i_2 = 0;
{
[loop] for(; (i_2 < 10); i_2 = (i_2 + 1)) {
obj.numbers[i_2] = (10 - i_2);
const int x_121 = i_2;
const int x_124 = obj.numbers[i_2];
const int x_127 = obj.numbers[i_2];
obj.numbers[x_121] = (x_124 * x_127);
}
}
x_100 = 0;
x_101 = 9;
x_102 = -1;
const int x_133 = (x_102 + 1);
x_102 = x_133;
x_103[x_133] = x_100;
const int x_137 = (x_102 + 1);
x_102 = x_137;
x_103[x_137] = x_101;
[loop] while (true) {
if ((x_102 >= 0)) {
} else {
break;
}
const int x_147 = x_102;
x_102 = (x_147 - 1);
const int x_150 = x_103[x_147];
x_101 = x_150;
const int x_151 = x_102;
x_102 = (x_151 - 1);
const int x_154 = x_103[x_151];
x_100 = x_154;
x_105 = x_100;
x_106 = x_101;
const int x_159 = obj.numbers[x_106];
x_92 = x_159;
x_93 = (x_105 - 1);
x_94 = x_105;
{
[loop] for(; (x_94 <= (x_106 - 1)); x_94 = (x_94 + 1)) {
const int x_174 = obj.numbers[x_94];
if ((x_174 <= x_92)) {
x_93 = (x_93 + 1);
x_95 = x_93;
x_96 = x_94;
const int x_185 = obj.numbers[x_95];
x_91 = x_185;
const int x_186 = x_95;
const int x_189 = obj.numbers[x_96];
obj.numbers[x_186] = x_189;
obj.numbers[x_96] = x_91;
}
}
}
x_97 = (x_93 + 1);
x_98 = x_106;
const int x_201 = obj.numbers[x_97];
x_90 = x_201;
const int x_202 = x_97;
const int x_205 = obj.numbers[x_98];
obj.numbers[x_202] = x_205;
obj.numbers[x_98] = x_90;
x_99 = (x_93 + 1);
x_104 = x_99;
if (((x_104 - 1) > x_100)) {
const int x_220 = (x_102 + 1);
x_102 = x_220;
x_103[x_220] = x_100;
const int x_224 = (x_102 + 1);
x_102 = x_224;
x_103[x_224] = (x_104 - 1);
}
if (((x_104 + 1) < x_101)) {
const int x_235 = (x_102 + 1);
x_102 = x_235;
x_103[x_235] = (x_104 + 1);
const int x_240 = (x_102 + 1);
x_102 = x_240;
x_103[x_240] = x_101;
}
}
const float4 x_243 = x_GLF_FragCoord;
const float2 x_246 = asfloat(x_34[0].xy);
uv = (float2(x_243.x, x_243.y) / x_246);
color = float3(1.0f, 2.0f, 3.0f);
const int x_249 = obj.numbers[0];
const float x_252 = color.x;
color.x = (x_252 + float(x_249));
const float x_256 = uv.x;
if ((x_256 > 0.25f)) {
const int x_261 = obj.numbers[1];
const float x_264 = color.x;
color.x = (x_264 + float(x_261));
}
const float x_268 = uv.x;
if ((x_268 > 0.5f)) {
const int x_273 = obj.numbers[2];
const float x_276 = color.y;
color.y = (x_276 + float(x_273));
}
const float x_280 = uv.x;
if ((x_280 > 0.75f)) {
const int x_285 = obj.numbers[3];
const float x_288 = color.z;
color.z = (x_288 + float(x_285));
}
const int x_292 = obj.numbers[4];
const float x_295 = color.y;
color.y = (x_295 + float(x_292));
const float x_299 = uv.y;
if ((x_299 > 0.25f)) {
const int x_304 = obj.numbers[5];
const float x_307 = color.x;
color.x = (x_307 + float(x_304));
}
const float x_311 = uv.y;
if ((x_311 > 0.5f)) {
const int x_316 = obj.numbers[6];
const float x_319 = color.y;
color.y = (x_319 + float(x_316));
}
const float x_323 = uv.y;
if ((x_323 > 0.75f)) {
const int x_328 = obj.numbers[7];
const float x_331 = color.z;
color.z = (x_331 + float(x_328));
}
const int x_335 = obj.numbers[8];
const float x_338 = color.z;
color.z = (x_338 + float(x_335));
const float x_342 = uv.x;
const float x_344 = uv.y;
if ((abs((x_342 - x_344)) < 0.25f)) {
const int x_351 = obj.numbers[9];
const float x_354 = color.x;
color.x = (x_354 + float(x_351));
}
const float3 x_358 = normalize(color);
frag_color = float4(x_358.x, x_358.y, x_358.z, 1.0f);
gl_Position = x_GLF_pos;
return;
}
struct main_out {
float4 frag_color_1;
float4 gl_Position;
};
struct tint_symbol_1 {
float4 x_GLF_pos_param : TEXCOORD0;
};
struct tint_symbol_2 {
float4 frag_color_1 : TEXCOORD0;
float4 gl_Position : SV_Position;
};
main_out main_inner(float4 x_GLF_pos_param) {
x_GLF_pos = x_GLF_pos_param;
main_1();
const main_out tint_symbol_4 = {frag_color, gl_Position};
return tint_symbol_4;
}
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const main_out inner_result = main_inner(tint_symbol.x_GLF_pos_param);
tint_symbol_2 wrapper_result = (tint_symbol_2)0;
wrapper_result.frag_color_1 = inner_result.frag_color_1;
wrapper_result.gl_Position = inner_result.gl_Position;
return wrapper_result;
}
void swap_i1_i1_(inout int i, inout int j) {
int temp = 0;
const int x_366 = i;
const int x_368 = obj.numbers[x_366];
temp = x_368;
const int x_369 = i;
const int x_370 = j;
const int x_372 = obj.numbers[x_370];
obj.numbers[x_369] = x_372;
const int x_374 = j;
obj.numbers[x_374] = temp;
return;
}
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;
const int x_378 = h;
const int x_380 = obj.numbers[x_378];
pivot = x_380;
const int x_381 = l;
i_1 = (x_381 - 1);
const int x_383 = l;
j_1 = x_383;
[loop] while (true) {
const int x_388 = j_1;
const int x_389 = h;
if ((x_388 <= (x_389 - 1))) {
} else {
break;
}
const int x_395 = obj.numbers[j_1];
if ((x_395 <= pivot)) {
i_1 = (i_1 + 1);
param = i_1;
param_1 = j_1;
swap_i1_i1_(param, param_1);
}
{
j_1 = (j_1 + 1);
}
}
param_2 = (i_1 + 1);
const int x_409 = h;
param_3 = x_409;
swap_i1_i1_(param_2, param_3);
return (i_1 + 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;
const int x_415 = (top + 1);
top = x_415;
stack[x_415] = l_1;
const int x_419 = (top + 1);
top = x_419;
stack[x_419] = h_1;
[loop] while (true) {
if ((top >= 0)) {
} else {
break;
}
const int x_429 = top;
top = (x_429 - 1);
const int x_432 = stack[x_429];
h_1 = x_432;
const int x_433 = top;
top = (x_433 - 1);
const int x_436 = stack[x_433];
l_1 = x_436;
param_4 = l_1;
param_5 = h_1;
const int x_439 = performPartition_i1_i1_(param_4, param_5);
p = x_439;
if (((p - 1) > l_1)) {
const int x_447 = (top + 1);
top = x_447;
stack[x_447] = l_1;
const int x_451 = (top + 1);
top = x_451;
stack[x_451] = (p - 1);
}
if (((p + 1) < h_1)) {
const int x_462 = (top + 1);
top = x_462;
stack[x_462] = (p + 1);
const int x_467 = (top + 1);
top = x_467;
stack[x_467] = h_1;
}
}
return;
}
C:\src\tint\test\Shader@0x0000028832C83FA0(39,7-22): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll
C:\src\tint\test\Shader@0x0000028832C83FA0(38,12-45): error X3531: can't unroll loops marked with loop attribute