blob: 547cc922556501e99e77a37ad28739c2871d2ce9 [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_71:ptr<function, i32, read_write> = var
%x_71_phi:ptr<function, i32, read_write> = var
%x_74_phi:ptr<function, i32, read_write> = var
%x_54:vec4<f32> = load %gl_FragCoord
%10:f32 = access %x_54, 0u
%11:f32 = access %x_54, 1u
%x_55:vec2<f32> = construct %10, %11
%13:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_58:vec2<f32> = load %13
%15:vec2<f32> = div %x_55, %x_58
%x_61:vec2<f32> = mul %15, 8.0f
%x_62:vec2<f32> = floor %x_61
%18:f32 = access %x_62, 0u
%19:i32 = convert %18
%20:i32 = mul %19, 8i
%21:f32 = access %x_62, 1u
%22:i32 = convert %21
%x_69:i32 = add %20, %22
store %x_71_phi, 0i
store %x_74_phi, %x_69
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_85:ptr<function, i32, read_write> = var
%x_86:ptr<function, i32, read_write> = var
%x_75_phi:ptr<function, i32, read_write> = var
%27:i32 = load %x_71_phi
store %x_71, %27
%x_74:i32 = load %x_74_phi
%29:bool = gt %x_74, 1i
if %29 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%30:i32 = and %x_74, 1i
%31:bool = eq %30, 1i
if %31 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%32:i32 = mul 3i, %x_74
%33:i32 = add %32, 1i
store %x_85, %33
%34:i32 = load %x_85
store %x_75_phi, %34
exit_if # if_2
}
%b8 = block { # false
%35:i32 = div %x_74, 2i
store %x_86, %35
%36:i32 = load %x_86
store %x_75_phi, %36
exit_if # if_2
}
}
%x_75:i32 = load %x_75_phi
continue %b4
}
%b4 = block { # continuing
%38:i32 = load %x_71
%39:i32 = add %38, 1i
%40:i32 = bitcast %39
store %x_71_phi, %40
store %x_74_phi, %x_75
next_iteration %b3
}
}
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))
%x_88:array<vec4<f32>, 16> = load %indexable
store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f))
store %indexable, %x_88
%42:array<vec4<f32>, 16> = construct vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), %x_54, vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
%x_89:vec4<f32> = access %42, 1u
%44:vec4<f32> = construct 0.0f, 8.0f, %x_55
%45:vec4<f32> = construct %x_61, 0.5f, 1.0f
%x_90:array<vec4<f32>, 16> = construct vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), %44, vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), %45
%47:i32 = load %x_71
%48:i32 = mod %47, 16i
%49:i32 = bitcast %48
%50:ptr<function, vec4<f32>, read_write> = access %indexable, %49
%x_92:vec4<f32> = load %50
store %x_GLF_color, %x_92
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b9 {
%b9 = block {
store %gl_FragCoord, %gl_FragCoord_param
%54:void = call %main_1
%55:vec4<f32> = load %x_GLF_color
%56:main_out = construct %55
ret %56
}
}
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. *
********************************************************************