blob: 5c0810777aa7cb3e0b0c8d251447520fe9f8f4cd [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf0 = struct @align(8) {
resolution:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
%b1 = block { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void -> %b2 {
%b2 = block {
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_77:ptr<function, vec2<i32>, read_write> = var
%x_80:ptr<function, i32, read_write> = var
%x_110:ptr<function, vec2<i32>, read_write> = var
%x_111:ptr<function, vec2<i32>, read_write> = var
%x_113:ptr<function, vec2<i32>, read_write> = var
%x_116:ptr<function, i32, read_write> = var
%12:vec4<f32> = load %gl_FragCoord
%13:vec2<f32> = swizzle %12, xy
%14:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%15:vec2<f32> = load %14
%x_60:vec2<f32> = div %13, %15
%17:f32 = access %x_60, 0u
%18:f32 = mul %17, 8.0f
%x_63:i32 = convert %18
%20:f32 = access %x_60, 1u
%21:f32 = mul %20, 8.0f
%x_66:i32 = convert %21
%23:i32 = and %x_63, 5i
%24:i32 = and %x_66, 10i
%25:i32 = or %23, %24
%26:i32 = mul %25, 8i
%27:i32 = and %x_66, 5i
%28:i32 = and %x_63, 10i
%29:i32 = or %27, %28
%30:i32 = add %26, %29
%31:vec2<i32> = construct %30, 0i
store %x_77, %31
store %x_80, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_91:ptr<function, vec2<i32>, read_write> = var
%x_92:ptr<function, vec2<i32>, read_write> = var
%x_99:ptr<function, vec2<i32>, read_write> = var
%x_100:ptr<function, vec2<i32>, read_write> = var
%x_81:ptr<function, i32, read_write> = var
%37:i32 = load %x_80
%38:bool = lt %37, 100i
if %38 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%39:vec2<i32> = load %x_77
store %x_92, %39
%40:i32 = load_vector_element %x_77, 0u
%41:bool = gt %40, 0i
if %41 [t: %b7] { # if_2
%b7 = block { # true
%42:vec2<i32> = load %x_77
store %x_91, %42
%43:i32 = load_vector_element %x_77, 1u
%44:i32 = sub %43, 1i
store_vector_element %x_91, 1u, %44
%45:vec2<i32> = load %x_91
store %x_92, %45
exit_if # if_2
}
}
%46:vec2<i32> = load %x_92
store %x_100, %46
%47:i32 = load_vector_element %x_92, 0u
%48:bool = lt %47, 0i
if %48 [t: %b8] { # if_3
%b8 = block { # true
%49:vec2<i32> = load %x_92
store %x_99, %49
%50:i32 = load_vector_element %x_92, 1u
%51:i32 = add %50, 1i
store_vector_element %x_99, 1u, %51
%52:vec2<i32> = load %x_99
store %x_100, %52
exit_if # if_3
}
}
%53:vec2<i32> = load %x_100
%x_78_1:ptr<function, vec2<i32>, read_write> = var, %53
%55:i32 = load_vector_element %x_100, 0u
%56:i32 = load_vector_element %x_100, 1u
%57:i32 = div %56, 2i
%58:i32 = add %55, %57
store_vector_element %x_78_1, 0u, %58
%x_78:vec2<i32> = load %x_78_1
continue %b4
}
%b4 = block { # continuing
%60:i32 = load %x_80
%61:i32 = add %60, 1i
store %x_81, %61
store %x_77, %x_78
%62:i32 = load %x_81
store %x_80, %62
next_iteration %b3
}
}
%x_105:i32 = load_vector_element %x_77, 0u
%64:vec2<i32> = load %x_77
store %x_111, %64
%65:bool = lt %x_105, 0i
if %65 [t: %b9] { # if_4
%b9 = block { # true
store %x_110, vec2<i32>(0i)
%66:i32 = negation %x_105
store_vector_element %x_110, 0u, %66
%67:vec2<i32> = load %x_110
store %x_111, %67
exit_if # if_4
}
}
%68:vec2<i32> = load %x_111
store %x_113, %68
loop [b: %b10, c: %b11] { # loop_2
%b10 = block { # body
%x_114:ptr<function, vec2<i32>, read_write> = var
%70:i32 = load_vector_element %x_113, 0u
store %x_116, %70
%71:i32 = load %x_116
%72:bool = gt %71, 15i
if %72 [t: %b12, f: %b13] { # if_5
%b12 = block { # true
exit_if # if_5
}
%b13 = block { # false
exit_loop # loop_2
}
}
continue %b11
}
%b11 = block { # continuing
store %x_114, vec2<i32>(0i)
%73:i32 = load %x_116
%74:i32 = sub %73, 16i
store_vector_element %x_114, 0u, %74
%75:vec2<i32> = load %x_114
store %x_113, %75
next_iteration %b10
}
}
store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f))
%76:i32 = load %x_116
%77:ptr<function, vec4<f32>, read_write> = access %indexable, %76
%78:vec4<f32> = load %77
store %x_GLF_color, %78
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b14 {
%b14 = block {
store %gl_FragCoord, %gl_FragCoord_param
%81:void = call %main_1
%82:vec4<f32> = load %x_GLF_color
%83:main_out = construct %82
ret %83
}
}
unhandled variable address space
********************************************************************
* The tint shader compiler has encountered an unexpected error. *
* *
* Please help us fix this issue by submitting a bug report at *
* crbug.com/tint with the source program that triggered the bug. *
********************************************************************