blob: 885482994ff9028bb674fc9c617f4cee4312bb23 [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: {
%x_77:ptr<function, array<vec4<f32>, 8>, read_write> = var
%x_78:ptr<function, array<vec4<f32>, 8>, read_write> = var
%x_79:ptr<function, array<vec4<f32>, 8>, read_write> = var
%x_80:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_89:ptr<function, vec4<f32>, read_write> = var
%x_89_phi:ptr<function, vec4<f32>, read_write> = var
%x_92_phi:ptr<function, i32, read_write> = var
%12:vec4<f32> = load %gl_FragCoord
%x_81:vec4<f32> = let %12
%14:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%15:vec2<f32> = load %14
%x_84:vec2<f32> = let %15
%17:f32 = access %x_81, 0u
%18:f32 = access %x_81, 1u
%19:vec2<f32> = construct %17, %18
%20:vec2<f32> = div %19, %x_84
%21:vec2<f32> = mul %20, 32.0f
%22:vec2<f32> = floor %21
%x_87:vec2<f32> = let %22
store %x_89_phi, vec4<f32>(0.5f, 0.5f, 1.0f, 1.0f)
store %x_92_phi, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_136:ptr<function, vec4<f32>, read_write> = var
%x_93:ptr<function, i32, read_write> = var
%x_121_phi:ptr<function, bool, read_write> = var
%x_90_phi:ptr<function, vec4<f32>, read_write> = var
%28:vec4<f32> = load %x_89_phi
store %x_89, %28
%29:i32 = load %x_92_phi
%x_92:i32 = let %29
%31:bool = lt %x_92, 8i
if %31 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%x_98:ptr<function, vec4<f32>, read_write> = var
store %x_77, 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))
%33:ptr<function, vec4<f32>, read_write> = access %x_77, %x_92
%34:vec4<f32> = load %33
store %x_98, %34
switch 0u [c: (default, $B7)] { # switch_1
$B7: { # case
%35:f32 = access %x_87, 0u
%x_101:f32 = let %35
%37:f32 = load_vector_element %x_98, 0u
%x_102:f32 = let %37
%39:bool = lt %x_101, %x_102
if %39 [t: $B8] { # if_2
$B8: { # true
store %x_121_phi, false
exit_switch # switch_1
}
}
%40:f32 = access %x_87, 1u
%x_106:f32 = let %40
%42:f32 = load_vector_element %x_98, 1u
%x_107:f32 = let %42
%44:bool = lt %x_106, %x_107
if %44 [t: $B9] { # if_3
$B9: { # true
store %x_121_phi, false
exit_switch # switch_1
}
}
%45:f32 = load_vector_element %x_98, 2u
%46:f32 = add %x_102, %45
%47:bool = gt %x_101, %46
if %47 [t: $B10] { # if_4
$B10: { # true
store %x_121_phi, false
exit_switch # switch_1
}
}
%48:f32 = load_vector_element %x_98, 3u
%49:f32 = add %x_107, %48
%50:bool = gt %x_106, %49
if %50 [t: $B11] { # if_5
$B11: { # true
store %x_121_phi, false
exit_switch # switch_1
}
}
store %x_121_phi, true
exit_switch # switch_1
}
}
%51:bool = load %x_121_phi
%x_121:bool = let %51
%53:vec4<f32> = load %x_89
store %x_90_phi, %53
if %x_121 [t: $B12] { # if_6
$B12: { # true
store %x_78, 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))
%54:ptr<function, vec4<f32>, read_write> = access %x_78, %x_92
%55:f32 = load_vector_element %54, 0u
%x_125:f32 = let %55
store %x_79, 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))
%57:ptr<function, vec4<f32>, read_write> = access %x_79, %x_92
%58:f32 = load_vector_element %57, 1u
%x_128:f32 = let %58
store %x_80, 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))
%60:i32 = call %tint_f32_to_i32, %x_125
%62:i32 = let %60
%63:i32 = call %tint_f32_to_i32, %x_128
%64:i32 = mul %62, %63
%65:i32 = mul %x_92, 9i
%66:i32 = add %64, %65
%67:i32 = add %66, 11i
%68:i32 = call %tint_mod_i32, %67, 16i
%70:ptr<function, vec4<f32>, read_write> = access %x_80, %68
%71:vec4<f32> = load %70
store %x_136, %71
%72:vec4<f32> = load %x_136
store %x_90_phi, %72
exit_if # if_6
}
}
%73:vec4<f32> = load %x_90_phi
%x_90:vec4<f32> = let %73
continue # -> $B4
}
$B4: { # continuing
%75:i32 = add %x_92, 1i
store %x_93, %75
store %x_89_phi, %x_90
%76:i32 = load %x_93
store %x_92_phi, %76
next_iteration # -> $B3
}
}
%77:vec4<f32> = load %x_89
store %x_GLF_color, %77
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B13: {
store %gl_FragCoord, %gl_FragCoord_param
%80:void = call %main_1
%81:vec4<f32> = load %x_GLF_color
%82:main_out = construct %81
ret %82
}
}
%tint_mod_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B14: {
%85:bool = eq %rhs, 0i
%86:bool = eq %lhs, -2147483648i
%87:bool = eq %rhs, -1i
%88:bool = and %86, %87
%89:bool = or %85, %88
%90:i32 = select %rhs, 1i, %89
%91:i32 = let %90
%92:i32 = div %lhs, %91
%93:i32 = mul %92, %91
%94:i32 = sub %lhs, %93
ret %94
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B15: {
%96:i32 = convert %value
%97:bool = gte %value, -2147483648.0f
%98:i32 = select -2147483648i, %96, %97
%99:bool = lte %value, 2147483520.0f
%100:i32 = select 2147483647i, %98, %99
ret %100
}
}
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. *
********************************************************************