xref: /aosp_15_r20/external/skia/tests/sksl/shared/ForLoopControlFlow.wgsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity);
2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code);
3*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut {
4*c8dee2aaSAndroid Build Coastguard Worker  @location(0) sk_FragColor: vec4<f32>,
5*c8dee2aaSAndroid Build Coastguard Worker};
6*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms {
7*c8dee2aaSAndroid Build Coastguard Worker  colorWhite: vec4<f32>,
8*c8dee2aaSAndroid Build Coastguard Worker};
9*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
10*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> {
11*c8dee2aaSAndroid Build Coastguard Worker  {
12*c8dee2aaSAndroid Build Coastguard Worker    var x: vec4<f32> = _globalUniforms.colorWhite;
13*c8dee2aaSAndroid Build Coastguard Worker    {
14*c8dee2aaSAndroid Build Coastguard Worker      var r: f32 = -5.0;
15*c8dee2aaSAndroid Build Coastguard Worker      loop {
16*c8dee2aaSAndroid Build Coastguard Worker        {
17*c8dee2aaSAndroid Build Coastguard Worker          let _skTemp0 = saturate(r);
18*c8dee2aaSAndroid Build Coastguard Worker          x.x = _skTemp0;
19*c8dee2aaSAndroid Build Coastguard Worker          if x.x == 0.0 {
20*c8dee2aaSAndroid Build Coastguard Worker            break;
21*c8dee2aaSAndroid Build Coastguard Worker          }
22*c8dee2aaSAndroid Build Coastguard Worker        }
23*c8dee2aaSAndroid Build Coastguard Worker        continuing {
24*c8dee2aaSAndroid Build Coastguard Worker          r = r + 1.0;
25*c8dee2aaSAndroid Build Coastguard Worker          break if r >= 5.0;
26*c8dee2aaSAndroid Build Coastguard Worker        }
27*c8dee2aaSAndroid Build Coastguard Worker      }
28*c8dee2aaSAndroid Build Coastguard Worker    }
29*c8dee2aaSAndroid Build Coastguard Worker    {
30*c8dee2aaSAndroid Build Coastguard Worker      var b: f32 = 5.0;
31*c8dee2aaSAndroid Build Coastguard Worker      loop {
32*c8dee2aaSAndroid Build Coastguard Worker        {
33*c8dee2aaSAndroid Build Coastguard Worker          x.z = b;
34*c8dee2aaSAndroid Build Coastguard Worker          if x.w == 1.0 {
35*c8dee2aaSAndroid Build Coastguard Worker            continue;
36*c8dee2aaSAndroid Build Coastguard Worker          }
37*c8dee2aaSAndroid Build Coastguard Worker          x.y = 0.0;
38*c8dee2aaSAndroid Build Coastguard Worker        }
39*c8dee2aaSAndroid Build Coastguard Worker        continuing {
40*c8dee2aaSAndroid Build Coastguard Worker          b = b - 1.0;
41*c8dee2aaSAndroid Build Coastguard Worker          break if b < 0.0;
42*c8dee2aaSAndroid Build Coastguard Worker        }
43*c8dee2aaSAndroid Build Coastguard Worker      }
44*c8dee2aaSAndroid Build Coastguard Worker    }
45*c8dee2aaSAndroid Build Coastguard Worker    return x;
46*c8dee2aaSAndroid Build Coastguard Worker  }
47*c8dee2aaSAndroid Build Coastguard Worker}
48*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
49*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
50*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
51*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
52*c8dee2aaSAndroid Build Coastguard Worker}
53