blob: 1bbf048aa01d466fb2d7a491e5d0b652c6c04172 [file] [log] [blame] [edit]
SKIP: FAILED
cbuffer cbuffer_x_7 : register(b0, space0) {
uint4 x_7[1];
};
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);
float3 computePoint_() {
if (true) {
const float x_48 = asfloat(x_7[0].x);
const float x_50 = asfloat(x_7[0].y);
if ((x_48 > x_50)) {
discard;
}
return float3(0.0f, 0.0f, 0.0f);
}
float3 unused;
return unused;
}
void main_1() {
bool x_34 = false;
[loop] while (true) {
const float3 x_36 = computePoint_();
const float x_41 = gl_FragCoord.x;
if ((x_41 < 0.0f)) {
x_34 = true;
break;
}
const float3 x_45 = computePoint_();
x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
x_34 = true;
break;
}
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_4 = {x_GLF_color};
return tint_symbol_4;
}
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@0x0000017E3AA920C0(22,10-21): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
C:\src\tint\test\Shader@0x0000017E3AA920C0(11,10-13): internal error: invalid access of unbound variable