blob: afdda6f1c00246f7bf87a7041ba206ad8301196c [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: theSSBO = struct @align(4) {
out_data:i32 @offset(0)
}
buf1 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
$B1: { # root
%x_4:ptr<storage, theSSBO, read_write> = var @binding_point(0, 0)
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
}
%main_1 = func():void {
$B2: {
%i:ptr<function, i32, read_write> = var
%GLF_live3s:ptr<function, f32, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%z:ptr<function, i32, read_write> = var
%8:ptr<storage, i32, read_write> = access %x_4, 0u
store %8, 42i
%9:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%10:f32 = load_vector_element %9, 0u
%x_37:f32 = let %10
%12:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%13:f32 = load_vector_element %12, 1u
%x_39:f32 = let %13
%15:bool = gt %x_37, %x_39
if %15 [t: $B3] { # if_1
$B3: { # true
%16:void = msl.threadgroup_barrier 4u
exit_if # if_1
}
}
%17:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%18:f32 = load_vector_element %17, 0u
%x_44:f32 = let %18
%20:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%21:f32 = load_vector_element %20, 1u
%x_46:f32 = let %21
%23:bool = gt %x_44, %x_46
if %23 [t: $B4] { # if_2
$B4: { # true
%24:void = msl.threadgroup_barrier 4u
exit_if # if_2
}
}
%25:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%26:f32 = load_vector_element %25, 1u
%x_51:f32 = let %26
%28:i32 = call %tint_f32_to_i32, %x_51
store %i, %28
loop [b: $B5, c: $B6] { # loop_1
$B5: { # body
%30:i32 = load %i
%x_57:i32 = let %30
%32:bool = gt %x_57, 0i
if %32 [t: $B7, f: $B8] { # if_3
$B7: { # true
exit_if # if_3
}
$B8: { # false
exit_loop # loop_1
}
}
%33:void = msl.threadgroup_barrier 4u
continue # -> $B6
}
$B6: { # continuing
%34:i32 = load %i
%x_60:i32 = let %34
%36:i32 = sub %x_60, 1i
store %i, %36
next_iteration # -> $B5
}
}
store %GLF_live3s, 0.0f
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
store %i_1, 1i
loop [b: $B11, c: $B12] { # loop_3
$B11: { # body
%37:i32 = load %i_1
%x_70:i32 = let %37
%39:bool = lt %x_70, 2i
if %39 [t: $B13, f: $B14] { # if_4
$B13: { # true
exit_if # if_4
}
$B14: { # false
exit_loop # loop_3
}
}
%40:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%41:f32 = load_vector_element %40, 0u
%x_74:f32 = let %41
%43:bool = gt %x_74, 1.0f
if %43 [t: $B15] { # if_5
$B15: { # true
%44:void = msl.threadgroup_barrier 4u
exit_if # if_5
}
}
%45:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%46:f32 = load_vector_element %45, 0u
%x_79:f32 = let %46
%48:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%49:f32 = load_vector_element %48, 1u
%x_81:f32 = let %49
%51:bool = gt %x_79, %x_81
if %51 [t: $B16] { # if_6
$B16: { # true
%52:void = msl.threadgroup_barrier 4u
exit_if # if_6
}
}
%53:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%54:f32 = load_vector_element %53, 1u
%x_86:f32 = let %54
%56:i32 = call %tint_f32_to_i32, %x_86
store %z, %56
loop [b: $B17, c: $B18] { # loop_4
$B17: { # body
%57:i32 = load %z
%x_92:i32 = let %57
%59:bool = gt %x_92, 0i
if %59 [t: $B19, f: $B20] { # if_7
$B19: { # true
exit_if # if_7
}
$B20: { # false
exit_loop # loop_4
}
}
%60:f32 = load %GLF_live3s
%x_95:f32 = let %60
%62:f32 = add %x_95, 1.0f
store %GLF_live3s, %62
continue # -> $B18
}
$B18: { # continuing
%63:i32 = load %z
%x_97:i32 = let %63
%65:i32 = sub %x_97, 1i
store %z, %65
next_iteration # -> $B17
}
}
%66:i32 = load %i_1
%x_99:i32 = let %66
%68:bool = gte %x_99, 1i
if %68 [t: $B21] { # if_8
$B21: { # true
%69:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%70:f32 = load_vector_element %69, 0u
%x_104:f32 = let %70
%72:bool = gt %x_104, 1.0f
if %72 [t: $B22] { # if_9
$B22: { # true
%73:void = msl.threadgroup_barrier 4u
exit_if # if_9
}
}
exit_if # if_8
}
}
continue # -> $B12
}
$B12: { # continuing
%74:i32 = load %i_1
%x_108:i32 = let %74
%76:i32 = add %x_108, 1i
store %i_1, %76
next_iteration # -> $B11
}
}
continue # -> $B10
}
$B10: { # continuing
%77:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%78:f32 = load_vector_element %77, 0u
%x_111:f32 = let %78
%80:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%81:f32 = load_vector_element %80, 1u
%x_113:f32 = let %81
%83:bool = gt %x_111, %x_113
%84:bool = eq %83, false
break_if %84 # -> [t: exit_loop loop_2, f: $B9]
}
}
ret
}
}
%tint_symbol = @compute @workgroup_size(1, 1, 1) func():void {
$B23: {
%86:void = call %main_1
ret
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B24: {
%88:i32 = convert %value
%89:bool = gte %value, -2147483648.0f
%90:i32 = select -2147483648i, %88, %89
%91:bool = lte %value, 2147483520.0f
%92:i32 = select 2147483647i, %90, %91
ret %92
}
}
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. *
********************************************************************