blob: f211f6c3d4682c5875ff9c9c193ad6360e53209f [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_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: {
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_72:ptr<function, i32, read_write> = var
%x_72_phi:ptr<function, i32, read_write> = var
%x_75_phi:ptr<function, i32, read_write> = var
%9:vec4<f32> = load %gl_FragCoord
%x_54:vec4<f32> = let %9
%11:f32 = access %x_54, 0u
%12:f32 = access %x_54, 1u
%13:vec2<f32> = construct %11, %12
%x_55:vec2<f32> = let %13
%15:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%16:vec2<f32> = load %15
%x_58:vec2<f32> = let %16
%18:vec2<f32> = div %x_55, %x_58
%x_59:vec2<f32> = let %18
%20:f32 = access %x_59, 0u
%21:vec4<f32> = construct 0.0f, %x_55, 0.5f
%22:f32 = access %21, 3u
%23:vec4<f32> = construct %22, 10.0f, vec2<f32>(0.0f)
%24:f32 = access %23, 1u
%25:f32 = mul %20, %24
%26:i32 = call %tint_f32_to_i32, %25
%28:i32 = let %26
%29:f32 = access %x_59, 1u
%30:f32 = mul %29, 10.0f
%31:i32 = call %tint_f32_to_i32, %30
%32:i32 = mul %31, 10i
%33:i32 = add %28, %32
%x_70:i32 = let %33
store %x_72_phi, 100i
store %x_75_phi, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_73:ptr<function, i32, read_write> = var
%x_76:ptr<function, i32, read_write> = var
%37:i32 = load %x_72_phi
store %x_72, %37
%38:i32 = load %x_75_phi
%x_75:i32 = let %38
%40:bool = lt %x_75, %x_70
if %40 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
continue # -> $B4
}
$B4: { # continuing
%41:i32 = load %x_72
%42:i32 = bitcast %41
%43:i32 = mul 4i, %42
%44:i32 = let %43
%45:i32 = load %x_72
%46:i32 = bitcast %45
%47:i32 = sub 1000i, %46
%48:i32 = mul %44, %47
%49:i32 = call %tint_div_i32, %48, 1000i
store %x_73, %49
%51:i32 = add %x_75, 1i
store %x_76, %51
%52:i32 = load %x_73
store %x_72_phi, %52
%53:i32 = load %x_76
store %x_75_phi, %53
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))
%54:i32 = load %x_72
%55:i32 = call %tint_mod_i32, %54, 16i
%57:i32 = bitcast %55
%58:ptr<function, vec4<f32>, read_write> = access %indexable, %57
%59:vec4<f32> = load %58
%x_84:vec4<f32> = let %59
store %x_GLF_color, %x_84
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B7: {
store %gl_FragCoord, %gl_FragCoord_param
%63:void = call %main_1
%64:vec4<f32> = load %x_GLF_color
%65:main_out = construct %64
ret %65
}
}
%tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B8: {
%68:bool = eq %rhs, 0i
%69:bool = eq %lhs, -2147483648i
%70:bool = eq %rhs, -1i
%71:bool = and %69, %70
%72:bool = or %68, %71
%73:i32 = select %rhs, 1i, %72
%74:i32 = div %lhs, %73
ret %74
}
}
%tint_mod_i32 = func(%lhs_1:i32, %rhs_1:i32):i32 { # %lhs_1: 'lhs', %rhs_1: 'rhs'
$B9: {
%77:bool = eq %rhs_1, 0i
%78:bool = eq %lhs_1, -2147483648i
%79:bool = eq %rhs_1, -1i
%80:bool = and %78, %79
%81:bool = or %77, %80
%82:i32 = select %rhs_1, 1i, %81
%83:i32 = let %82
%84:i32 = div %lhs_1, %83
%85:i32 = mul %84, %83
%86:i32 = sub %lhs_1, %85
ret %86
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B10: {
%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. *
********************************************************************