blob: 568103b48df0892f1ed2be3049ce308ea96ef6fc [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_20:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%index:ptr<private, i32, read_write> = var
%state:ptr<private, array<i32, 16>, read_write> = var
}
%collision_vf2_vf4_ = func(%pos:ptr<function, vec2<f32>, read_write>, %quad:ptr<function, vec4<f32>, read_write>):bool {
$B2: {
%x_116:ptr<function, vec4<bool>, read_write> = var, vec4<bool>(false)
%10:f32 = load_vector_element %pos, 0u
%x_118:f32 = let %10
%12:f32 = load_vector_element %quad, 0u
%x_120:f32 = let %12
%14:bool = lt %x_118, %x_120
if %14 [t: $B3] { # if_1
$B3: { # true
ret false
}
}
%15:f32 = load_vector_element %pos, 1u
%x_125:f32 = let %15
%17:f32 = load_vector_element %quad, 1u
%x_127:f32 = let %17
%19:bool = lt %x_125, %x_127
if %19 [t: $B4] { # if_2
$B4: { # true
ret false
}
}
%20:f32 = load_vector_element %pos, 0u
%x_132:f32 = let %20
%22:f32 = load_vector_element %quad, 0u
%x_134:f32 = let %22
%24:f32 = load_vector_element %quad, 2u
%x_136:f32 = let %24
%26:f32 = add %x_134, %x_136
%27:bool = gt %x_132, %26
if %27 [t: $B5] { # if_3
$B5: { # true
ret false
}
}
%28:f32 = load_vector_element %pos, 1u
%x_142:f32 = let %28
%30:f32 = load_vector_element %quad, 1u
%x_144:f32 = let %30
%32:f32 = load_vector_element %quad, 3u
%x_146:f32 = let %32
%34:f32 = add %x_144, %x_146
%35:bool = gt %x_142, %34
if %35 [t: $B6] { # if_4
$B6: { # true
ret false
}
}
ret true
}
}
%match_vf2_ = func(%pos_1:ptr<function, vec2<f32>, read_write>):vec4<f32> {
$B7: {
%res:ptr<function, vec4<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%param:ptr<function, vec2<f32>, read_write> = var
%param_1:ptr<function, vec4<f32>, read_write> = var
%indexable:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_1:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_2:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_3:ptr<function, array<vec4<f32>, 16>, read_write> = var
store %res, vec4<f32>(0.5f, 0.5f, 1.0f, 1.0f)
store %i, 0i
loop [b: $B8, c: $B9] { # loop_1
$B8: { # body
%46:i32 = load %i
%x_156:i32 = let %46
%48:bool = lt %x_156, 8i
if %48 [t: $B10, f: $B11] { # if_5
$B10: { # true
exit_if # if_5
}
$B11: { # false
exit_loop # loop_1
}
}
%49:i32 = load %i
%x_159:i32 = let %49
%51:vec2<f32> = load %pos_1
%x_160:vec2<f32> = let %51
store %param, %x_160
store %indexable, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%53:ptr<function, vec4<f32>, read_write> = access %indexable, %x_159
%54:vec4<f32> = load %53
%x_162:vec4<f32> = let %54
store %param_1, %x_162
%56:bool = call %collision_vf2_vf4_, %param, %param_1
%x_163:bool = let %56
if %x_163 [t: $B12] { # if_6
$B12: { # true
%58:i32 = load %i
%x_166:i32 = let %58
store %indexable_1, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%60:ptr<function, vec4<f32>, read_write> = access %indexable_1, %x_166
%61:f32 = load_vector_element %60, 0u
%x_168:f32 = let %61
%63:i32 = load %i
%x_170:i32 = let %63
store %indexable_2, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%65:ptr<function, vec4<f32>, read_write> = access %indexable_2, %x_170
%66:f32 = load_vector_element %65, 1u
%x_172:f32 = let %66
%68:i32 = load %i
%x_175:i32 = let %68
store %indexable_3, 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))
%70:i32 = call %tint_f32_to_i32, %x_168
%72:i32 = let %70
%73:i32 = call %tint_f32_to_i32, %x_172
%74:i32 = mul %72, %73
%75:i32 = mul %x_175, 9i
%76:i32 = add %74, %75
%77:i32 = add %76, 11i
%78:i32 = call %tint_mod_i32, %77, 16i
%80:ptr<function, vec4<f32>, read_write> = access %indexable_3, %78
%81:vec4<f32> = load %80
%x_181:vec4<f32> = let %81
store %res, %x_181
exit_if # if_6
}
}
continue # -> $B9
}
$B9: { # continuing
%83:i32 = load %i
%x_182:i32 = let %83
%85:i32 = add %x_182, 1i
store %i, %85
next_iteration # -> $B8
}
}
%86:vec4<f32> = load %res
%x_184:vec4<f32> = let %86
ret %x_184
}
}
%main_1 = func():void {
$B13: {
%lin:ptr<function, vec2<f32>, read_write> = var
%param_2:ptr<function, vec2<f32>, read_write> = var
%91:vec4<f32> = load %gl_FragCoord
%x_105:vec4<f32> = let %91
%93:ptr<uniform, vec2<f32>, read> = access %x_20, 0u
%94:vec2<f32> = load %93
%x_108:vec2<f32> = let %94
%96:f32 = access %x_105, 0u
%97:f32 = access %x_105, 1u
%98:vec2<f32> = construct %96, %97
%99:vec2<f32> = div %98, %x_108
store %lin, %99
%100:vec2<f32> = load %lin
%x_110:vec2<f32> = let %100
%102:vec2<f32> = mul %x_110, 32.0f
%103:vec2<f32> = floor %102
store %lin, %103
%104:vec2<f32> = load %lin
%x_113:vec2<f32> = let %104
store %param_2, %x_113
%106:vec4<f32> = call %match_vf2_, %param_2
%x_114:vec4<f32> = let %106
store %x_GLF_color, %x_114
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B14: {
store %gl_FragCoord, %gl_FragCoord_param
%110:void = call %main_1
%111:vec4<f32> = load %x_GLF_color
%112:main_out = construct %111
ret %112
}
}
%tint_mod_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B15: {
%115:bool = eq %rhs, 0i
%116:bool = eq %lhs, -2147483648i
%117:bool = eq %rhs, -1i
%118:bool = and %116, %117
%119:bool = or %115, %118
%120:i32 = select %rhs, 1i, %119
%121:i32 = let %120
%122:i32 = div %lhs, %121
%123:i32 = mul %122, %121
%124:i32 = sub %lhs, %123
ret %124
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B16: {
%126:i32 = convert %value
%127:bool = gte %value, -2147483648.0f
%128:i32 = select -2147483648i, %126, %127
%129:bool = lte %value, 2147483520.0f
%130:i32 = select 2147483647i, %128, %129
ret %130
}
}
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. *
********************************************************************