blob: 174cad0da73b5371a45fdc74bd0c6600cc0fdc48 [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_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%collatz_i1_ = func(%v:ptr<function, i32, read_write>):i32 -> %b2 {
%b2 = block {
%count:ptr<function, i32, read_write> = var
store %count, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%7:i32 = load %v
%8:bool = gt %7, 1i
if %8 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%9:i32 = load %v
%10:i32 = and %9, 1i
%11:bool = eq %10, 1i
if %11 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%12:i32 = load %v
%13:i32 = mul 3i, %12
%14:i32 = add %13, 1i
store %v, %14
exit_if # if_2
}
%b8 = block { # false
%15:i32 = load %v
%16:i32 = div %15, 2i
store %v, %16
exit_if # if_2
}
}
%17:i32 = load %count
%18:i32 = add %17, 1i
store %count, %18
continue %b4
}
%b4 = block { # continuing
next_iteration %b3
}
}
%x_105:i32 = load %count
ret %x_105
}
}
%main_1 = func():void -> %b9 {
%b9 = block {
%lin:ptr<function, vec2<f32>, read_write> = var
%v_1:ptr<function, i32, read_write> = var
%param:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%25:vec4<f32> = load %gl_FragCoord
%26:vec2<f32> = swizzle %25, xy
%27:ptr<uniform, vec2<f32>, read> = access %x_10, 0u
%28:vec2<f32> = load %27
%29:vec2<f32> = div %26, %28
store %lin, %29
%30:vec2<f32> = load %lin
%31:vec2<f32> = mul %30, 8.0f
%32:vec2<f32> = floor %31
store %lin, %32
%33:f32 = load_vector_element %lin, 0u
%34:i32 = convert %33
%35:i32 = mul %34, 8i
%36:f32 = load_vector_element %lin, 1u
%37:i32 = convert %36
%38:i32 = add %35, %37
store %v_1, %38
%39:i32 = load %v_1
store %param, %39
%x_80:i32 = call %collatz_i1_, %param
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))
%41:i32 = mod %x_80, 16i
%42:ptr<function, vec4<f32>, read_write> = access %indexable, %41
%43:vec4<f32> = load %42
store %x_GLF_color, %43
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b10 {
%b10 = block {
store %gl_FragCoord, %gl_FragCoord_param
%46:void = call %main_1
%47:vec4<f32> = load %x_GLF_color
%48:main_out = construct %47
ret %48
}
}
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. *
********************************************************************