blob: 45d77afd449b60ec7ae1f7f3b8145b035b71bbec [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf1 = struct @align(8) {
resolution:vec2<f32> @offset(0)
}
buf0 = struct @align(8) {
injectionSwitch: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_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_13:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%checkSwap_f1_f1_ = func(%a:ptr<function, f32, read_write>, %b:ptr<function, f32, read_write>):bool {
$B2: {
%x_144:ptr<function, bool, read_write> = var
%9:f32 = load_vector_element %gl_FragCoord, 1u
%x_146:f32 = let %9
%11:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%12:f32 = load_vector_element %11, 1u
%x_148:f32 = let %12
%14:f32 = div %x_148, 2.0f
%15:bool = lt %x_146, %14
if %15 [t: $B3, f: $B4] { # if_1
$B3: { # true
%16:f32 = load %a
%x_154:f32 = let %16
%18:f32 = load %b
%x_155:f32 = let %18
%20:bool = gt %x_154, %x_155
store %x_144, %20
exit_if # if_1
}
$B4: { # false
%21:f32 = load %a
%x_157:f32 = let %21
%23:f32 = load %b
%x_158:f32 = let %23
%25:bool = lt %x_157, %x_158
store %x_144, %25
exit_if # if_1
}
}
%26:bool = load %x_144
%x_160:bool = let %26
ret %x_160
}
}
%main_1 = func():void {
$B5: {
%i:ptr<function, i32, read_write> = var
%data:ptr<function, array<f32, 10>, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%doSwap:ptr<function, bool, read_write> = var
%param:ptr<function, f32, read_write> = var
%param_1:ptr<function, f32, read_write> = var
%temp:ptr<function, f32, read_write> = var
store %i, 0i
loop [b: $B6, c: $B7] { # loop_1
$B6: { # body
%37:i32 = load %i
%x_56:i32 = let %37
%39:bool = lt %x_56, 10i
if %39 [t: $B8, f: $B9] { # if_2
$B8: { # true
exit_if # if_2
}
$B9: { # false
exit_loop # loop_1
}
}
%40:i32 = load %i
%x_59:i32 = let %40
%42:i32 = load %i
%x_60:i32 = let %42
%44:ptr<uniform, vec2<f32>, read> = access %x_13, 0u
%45:f32 = load_vector_element %44, 1u
%x_64:f32 = let %45
%47:ptr<function, f32, read_write> = access %data, %x_59
%48:i32 = sub 10i, %x_60
%49:f32 = convert %48
%50:f32 = mul %49, %x_64
store %47, %50
continue # -> $B7
}
$B7: { # continuing
%51:i32 = load %i
%x_67:i32 = let %51
%53:i32 = add %x_67, 1i
store %i, %53
next_iteration # -> $B6
}
}
store %i_1, 0i
loop [b: $B10, c: $B11] { # loop_2
$B10: { # body
%54:i32 = load %i_1
%x_73:i32 = let %54
%56:bool = lt %x_73, 9i
if %56 [t: $B12, f: $B13] { # if_3
$B12: { # true
exit_if # if_3
}
$B13: { # false
exit_loop # loop_2
}
}
store %j, 0i
loop [b: $B14, c: $B15] { # loop_3
$B14: { # body
%57:i32 = load %j
%x_80:i32 = let %57
%59:bool = lt %x_80, 10i
if %59 [t: $B16, f: $B17] { # if_4
$B16: { # true
exit_if # if_4
}
$B17: { # false
exit_loop # loop_3
}
}
%60:i32 = load %j
%x_83:i32 = let %60
%62:i32 = load %i_1
%x_84:i32 = let %62
%64:i32 = add %x_84, 1i
%65:bool = lt %x_83, %64
if %65 [t: $B18] { # if_5
$B18: { # true
continue # -> $B15
}
}
%66:i32 = load %i_1
%x_89:i32 = let %66
%68:i32 = load %j
%x_90:i32 = let %68
%70:ptr<function, f32, read_write> = access %data, %x_89
%71:f32 = load %70
%x_92:f32 = let %71
store %param, %x_92
%73:ptr<function, f32, read_write> = access %data, %x_90
%74:f32 = load %73
%x_94:f32 = let %74
store %param_1, %x_94
%76:bool = call %checkSwap_f1_f1_, %param, %param_1
%x_95:bool = let %76
store %doSwap, %x_95
%78:bool = load %doSwap
%x_96:bool = let %78
if %x_96 [t: $B19] { # if_6
$B19: { # true
%80:i32 = load %i_1
%x_99:i32 = let %80
%82:ptr<function, f32, read_write> = access %data, %x_99
%83:f32 = load %82
%x_101:f32 = let %83
store %temp, %x_101
%85:i32 = load %i_1
%x_102:i32 = let %85
%87:i32 = load %j
%x_103:i32 = let %87
%89:ptr<function, f32, read_write> = access %data, %x_103
%90:f32 = load %89
%x_105:f32 = let %90
%92:ptr<function, f32, read_write> = access %data, %x_102
store %92, %x_105
%93:i32 = load %j
%x_107:i32 = let %93
%95:f32 = load %temp
%x_108:f32 = let %95
%97:ptr<function, f32, read_write> = access %data, %x_107
store %97, %x_108
exit_if # if_6
}
}
continue # -> $B15
}
$B15: { # continuing
%98:i32 = load %j
%x_110:i32 = let %98
%100:i32 = add %x_110, 1i
store %j, %100
next_iteration # -> $B14
}
}
continue # -> $B11
}
$B11: { # continuing
%101:i32 = load %i_1
%x_112:i32 = let %101
%103:i32 = add %x_112, 1i
store %i_1, %103
next_iteration # -> $B10
}
}
%104:f32 = load_vector_element %gl_FragCoord, 0u
%x_115:f32 = let %104
%106:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%107:f32 = load_vector_element %106, 0u
%x_117:f32 = let %107
%109:f32 = div %x_117, 2.0f
%110:bool = lt %x_115, %109
if %110 [t: $B20, f: $B21] { # if_7
$B20: { # true
%111:ptr<function, f32, read_write> = access %data, 0i
%112:f32 = load %111
%x_124:f32 = let %112
%114:ptr<function, f32, read_write> = access %data, 5i
%115:f32 = load %114
%x_127:f32 = let %115
%117:ptr<function, f32, read_write> = access %data, 9i
%118:f32 = load %117
%x_130:f32 = let %118
%120:f32 = div %x_124, 10.0f
%121:f32 = div %x_127, 10.0f
%122:f32 = div %x_130, 10.0f
%123:vec4<f32> = construct %120, %121, %122, 1.0f
store %x_GLF_color, %123
exit_if # if_7
}
$B21: { # false
%124:ptr<function, f32, read_write> = access %data, 5i
%125:f32 = load %124
%x_134:f32 = let %125
%127:ptr<function, f32, read_write> = access %data, 9i
%128:f32 = load %127
%x_137:f32 = let %128
%130:ptr<function, f32, read_write> = access %data, 0i
%131:f32 = load %130
%x_140:f32 = let %131
%133:f32 = div %x_134, 10.0f
%134:f32 = div %x_137, 10.0f
%135:f32 = div %x_140, 10.0f
%136:vec4<f32> = construct %133, %134, %135, 1.0f
store %x_GLF_color, %136
exit_if # if_7
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B22: {
store %gl_FragCoord, %gl_FragCoord_param
%139:void = call %main_1
%140:vec4<f32> = load %x_GLF_color
%141:main_out = construct %140
ret %141
}
}
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. *
********************************************************************