blob: 753b7424c81f38ce418803b8fde89d55bc3855cc [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(4) {
one:f32 @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_8:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%a:ptr<function, vec2<f32>, read_write> = var
%b:ptr<function, vec3<f32>, read_write> = var
%x_105:ptr<function, bool, read_write> = var
%x_111:ptr<function, bool, read_write> = var
%x_106_phi:ptr<function, bool, read_write> = var
%x_112_phi:ptr<function, bool, read_write> = var
store %a, vec2<f32>(1.0f)
store %b, vec3<f32>(0.0f)
%11:f32 = load_vector_element %gl_FragCoord, 1u
%x_52:f32 = let %11
%13:i32 = call %tint_f32_to_i32, %x_52
%15:bool = lt %13, 40i
if %15 [t: $B3, f: $B4] { # if_1
$B3: { # true
store %b, vec3<f32>(0.10000000149011611938f)
exit_if # if_1
}
$B4: { # false
%16:f32 = load_vector_element %gl_FragCoord, 1u
%x_59:f32 = let %16
%18:i32 = call %tint_f32_to_i32, %x_59
%19:bool = lt %18, 60i
if %19 [t: $B5, f: $B6] { # if_2
$B5: { # true
store %b, vec3<f32>(0.20000000298023223877f)
exit_if # if_2
}
$B6: { # false
%20:f32 = load_vector_element %gl_FragCoord, 1u
%x_66:f32 = let %20
%22:bool = lt %x_66, 80.0f
if %22 [t: $B7, f: $B8] { # if_3
$B7: { # true
%23:f32 = load_vector_element %a, 0u
%x_72:f32 = let %23
%25:ptr<uniform, f32, read> = access %x_8, 0u
%26:f32 = load %25
%x_74:f32 = let %26
%28:vec3<f32> = construct %x_72, %x_72, %x_72
%29:vec3<f32> = let %28
%30:vec3<f32> = construct %x_74, %x_74, %x_74
%31:vec3<f32> = add %29, %30
%32:vec3<f32> = cos %31
%33:vec3<f32> = add %32, vec3<f32>(0.00999999977648258209f)
store %b, %33
exit_if # if_3
}
$B8: { # false
%34:f32 = load_vector_element %gl_FragCoord, 1u
%x_82:f32 = let %34
%36:i32 = call %tint_f32_to_i32, %x_82
%37:bool = lt %36, 100i
if %37 [t: $B9, f: $B10] { # if_4
$B9: { # true
%38:ptr<uniform, f32, read> = access %x_8, 0u
%39:f32 = load %38
%x_89:f32 = let %39
%41:vec3<f32> = construct %x_89, %x_89, %x_89
%42:vec3<f32> = cos %41
store %b, %42
exit_if # if_4
}
$B10: { # false
%43:f32 = load_vector_element %gl_FragCoord, 1u
%x_93:f32 = let %43
%45:i32 = call %tint_f32_to_i32, %x_93
%46:bool = lt %45, 500i
if %46 [t: $B11] { # if_5
$B11: { # true
store %b, vec3<f32>(0.540302276611328125f, 0.540302276611328125f, -0.99996083974838256836f)
exit_if # if_5
}
}
exit_if # if_4
}
}
exit_if # if_3
}
}
exit_if # if_2
}
}
exit_if # if_1
}
}
%47:f32 = load_vector_element %b, 0u
%x_99:f32 = let %47
%49:bool = lt %x_99, 1.01999998092651367188f
%x_100:bool = let %49
store %x_106_phi, %x_100
if %x_100 [t: $B12] { # if_6
$B12: { # true
%51:f32 = load_vector_element %b, 1u
%x_104:f32 = let %51
%53:bool = lt %x_104, 1.01999998092651367188f
store %x_105, %53
%54:bool = load %x_105
store %x_106_phi, %54
exit_if # if_6
}
}
%55:bool = load %x_106_phi
%x_106:bool = let %55
store %x_112_phi, %x_106
if %x_106 [t: $B13] { # if_7
$B13: { # true
%57:f32 = load_vector_element %b, 2u
%x_110:f32 = let %57
%59:bool = lt %x_110, 1.01999998092651367188f
store %x_111, %59
%60:bool = load %x_111
store %x_112_phi, %60
exit_if # if_7
}
}
%61:bool = load %x_112_phi
%x_112:bool = let %61
if %x_112 [t: $B14, f: $B15] { # if_8
$B14: { # true
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
exit_if # if_8
}
$B15: { # false
store %x_GLF_color, vec4<f32>(0.0f)
exit_if # if_8
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B16: {
store %gl_FragCoord, %gl_FragCoord_param
%65:void = call %main_1
%66:vec4<f32> = load %x_GLF_color
%67:main_out = construct %66
ret %67
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B17: {
%69:i32 = convert %value
%70:bool = gte %value, -2147483648.0f
%71:i32 = select -2147483648i, %69, %70
%72:bool = lte %value, 2147483520.0f
%73:i32 = select 2147483647i, %71, %72
ret %73
}
}
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. *
********************************************************************