blob: 5a97e0cf53f92fd37ec651cbb1d21ff6cd0c3740 [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_147:ptr<function, bool, read_write> = var
%x_158:ptr<function, f32, read_write> = var
%x_159:ptr<function, f32, read_write> = var
%x_179:ptr<function, f32, read_write> = var
%x_178:ptr<function, f32, read_write> = var
%x_185:ptr<function, f32, read_write> = var
%x_184:ptr<function, f32, read_write> = var
%x_160_phi:ptr<function, f32, read_write> = var
%x_180_phi:ptr<function, f32, read_write> = var
%x_186_phi:ptr<function, f32, read_write> = var
%18:f32 = load_vector_element %gl_FragCoord, 1u
%x_149:f32 = let %18
%20:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%21:f32 = load_vector_element %20, 1u
%x_151:f32 = let %21
%23:f32 = div %x_151, 2.0f
%24:bool = lt %x_149, %23
%x_153:bool = let %24
if %x_153 [t: $B3, f: $B4] { # if_1
$B3: { # true
%26:f32 = load %a
store %x_158, %26
%27:f32 = load %x_158
store %x_160_phi, %27
exit_if # if_1
}
$B4: { # false
store %x_159, 0.0f
%28:f32 = load %x_159
store %x_160_phi, %28
exit_if # if_1
}
}
%x_166:ptr<function, f32, read_write> = var
%x_167:ptr<function, f32, read_write> = var
%x_168_phi:ptr<function, f32, read_write> = var
%32:f32 = load %x_160_phi
%x_160:f32 = let %32
%guard155:ptr<function, bool, read_write> = var, true
if false [t: $B5, f: $B6] { # if_2
$B5: { # true
exit_if # if_2
}
$B6: { # false
%35:bool = load %guard155
if %35 [t: $B7] { # if_3
$B7: { # true
if %x_153 [t: $B8, f: $B9] { # if_4
$B8: { # true
%36:f32 = load %b
store %x_166, %36
%37:f32 = load %x_166
store %x_168_phi, %37
exit_if # if_4
}
$B9: { # false
store %x_167, 0.0f
%38:f32 = load %x_167
store %x_168_phi, %38
exit_if # if_4
}
}
%39:f32 = load %x_168_phi
%x_168:f32 = let %39
%41:bool = gt %x_160, %x_168
%x_169:bool = let %41
if %x_153 [t: $B10] { # if_5
$B10: { # true
store %x_147, %x_169
exit_if # if_5
}
}
if true [t: $B11, f: $B12] { # if_6
$B11: { # true
exit_if # if_6
}
$B12: { # false
store %guard155, false
exit_if # if_6
}
}
%43:bool = load %guard155
if %43 [t: $B13] { # if_7
$B13: { # true
store %guard155, false
exit_if # if_7
}
}
exit_if # if_3
}
}
exit_if # if_2
}
}
if %x_153 [t: $B14, f: $B15] { # if_8
$B14: { # true
store %x_179, 0.0f
%44:f32 = load %x_179
store %x_180_phi, %44
exit_if # if_8
}
$B15: { # false
%45:f32 = load %a
store %x_178, %45
%46:f32 = load %x_178
store %x_180_phi, %46
exit_if # if_8
}
}
%47:f32 = load %x_180_phi
%x_180:f32 = let %47
if %x_153 [t: $B16, f: $B17] { # if_9
$B16: { # true
store %x_185, 0.0f
%49:f32 = load %x_185
store %x_186_phi, %49
exit_if # if_9
}
$B17: { # false
%50:f32 = load %b
store %x_184, %50
%51:f32 = load %x_184
store %x_186_phi, %51
exit_if # if_9
}
}
%52:f32 = load %x_186_phi
%x_186:f32 = let %52
if %x_153 [t: $B18, f: $B19] { # if_10
$B18: { # true
exit_if # if_10
}
$B19: { # false
%54:bool = lt %x_180, %x_186
store %x_147, %54
exit_if # if_10
}
}
%55:bool = load %x_147
%x_191:bool = let %55
ret %x_191
}
}
%main_1 = func():void {
$B20: {
%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: $B21, c: $B22] { # loop_1
$B21: { # body
%66:i32 = load %i
%x_59:i32 = let %66
%68:bool = lt %x_59, 10i
if %68 [t: $B23, f: $B24] { # if_11
$B23: { # true
exit_if # if_11
}
$B24: { # false
exit_loop # loop_1
}
}
%69:i32 = load %i
%x_62:i32 = let %69
%71:i32 = load %i
%x_63:i32 = let %71
%73:ptr<uniform, vec2<f32>, read> = access %x_13, 0u
%74:f32 = load_vector_element %73, 1u
%x_67:f32 = let %74
%76:ptr<function, f32, read_write> = access %data, %x_62
%77:i32 = sub 10i, %x_63
%78:f32 = convert %77
%79:f32 = mul %78, %x_67
store %76, %79
continue # -> $B22
}
$B22: { # continuing
%80:i32 = load %i
%x_70:i32 = let %80
%82:i32 = add %x_70, 1i
store %i, %82
next_iteration # -> $B21
}
}
store %i_1, 0i
loop [b: $B25, c: $B26] { # loop_2
$B25: { # body
%83:i32 = load %i_1
%x_76:i32 = let %83
%85:bool = lt %x_76, 9i
if %85 [t: $B27, f: $B28] { # if_12
$B27: { # true
exit_if # if_12
}
$B28: { # false
exit_loop # loop_2
}
}
store %j, 0i
loop [b: $B29, c: $B30] { # loop_3
$B29: { # body
%86:i32 = load %j
%x_83:i32 = let %86
%88:bool = lt %x_83, 10i
if %88 [t: $B31, f: $B32] { # if_13
$B31: { # true
exit_if # if_13
}
$B32: { # false
exit_loop # loop_3
}
}
%89:i32 = load %j
%x_86:i32 = let %89
%91:i32 = load %i_1
%x_87:i32 = let %91
%93:i32 = add %x_87, 1i
%94:bool = lt %x_86, %93
if %94 [t: $B33] { # if_14
$B33: { # true
continue # -> $B30
}
}
%95:i32 = load %i_1
%x_92:i32 = let %95
%97:i32 = load %j
%x_93:i32 = let %97
%99:ptr<function, f32, read_write> = access %data, %x_92
%100:f32 = load %99
%x_95:f32 = let %100
store %param, %x_95
%102:ptr<function, f32, read_write> = access %data, %x_93
%103:f32 = load %102
%x_97:f32 = let %103
store %param_1, %x_97
%105:bool = call %checkSwap_f1_f1_, %param, %param_1
%x_98:bool = let %105
store %doSwap, %x_98
%107:bool = load %doSwap
%x_99:bool = let %107
if %x_99 [t: $B34] { # if_15
$B34: { # true
%109:i32 = load %i_1
%x_102:i32 = let %109
%111:ptr<function, f32, read_write> = access %data, %x_102
%112:f32 = load %111
%x_104:f32 = let %112
store %temp, %x_104
%114:i32 = load %i_1
%x_105:i32 = let %114
%116:i32 = load %j
%x_106:i32 = let %116
%118:ptr<function, f32, read_write> = access %data, %x_106
%119:f32 = load %118
%x_108:f32 = let %119
%121:ptr<function, f32, read_write> = access %data, %x_105
store %121, %x_108
%122:i32 = load %j
%x_110:i32 = let %122
%124:f32 = load %temp
%x_111:f32 = let %124
%126:ptr<function, f32, read_write> = access %data, %x_110
store %126, %x_111
exit_if # if_15
}
}
continue # -> $B30
}
$B30: { # continuing
%127:i32 = load %j
%x_113:i32 = let %127
%129:i32 = add %x_113, 1i
store %j, %129
next_iteration # -> $B29
}
}
continue # -> $B26
}
$B26: { # continuing
%130:i32 = load %i_1
%x_115:i32 = let %130
%132:i32 = add %x_115, 1i
store %i_1, %132
next_iteration # -> $B25
}
}
%133:f32 = load_vector_element %gl_FragCoord, 0u
%x_118:f32 = let %133
%135:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%136:f32 = load_vector_element %135, 0u
%x_120:f32 = let %136
%138:f32 = div %x_120, 2.0f
%139:bool = lt %x_118, %138
if %139 [t: $B35, f: $B36] { # if_16
$B35: { # true
%140:ptr<function, f32, read_write> = access %data, 0i
%141:f32 = load %140
%x_127:f32 = let %141
%143:ptr<function, f32, read_write> = access %data, 5i
%144:f32 = load %143
%x_130:f32 = let %144
%146:ptr<function, f32, read_write> = access %data, 9i
%147:f32 = load %146
%x_133:f32 = let %147
%149:f32 = div %x_127, 10.0f
%150:f32 = div %x_130, 10.0f
%151:f32 = div %x_133, 10.0f
%152:vec4<f32> = construct %149, %150, %151, 1.0f
store %x_GLF_color, %152
exit_if # if_16
}
$B36: { # false
%153:ptr<function, f32, read_write> = access %data, 5i
%154:f32 = load %153
%x_137:f32 = let %154
%156:ptr<function, f32, read_write> = access %data, 9i
%157:f32 = load %156
%x_140:f32 = let %157
%159:ptr<function, f32, read_write> = access %data, 0i
%160:f32 = load %159
%x_143:f32 = let %160
%162:f32 = div %x_137, 10.0f
%163:f32 = div %x_140, 10.0f
%164:f32 = div %x_143, 10.0f
%165:vec4<f32> = construct %162, %163, %164, 1.0f
store %x_GLF_color, %165
exit_if # if_16
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B37: {
store %gl_FragCoord, %gl_FragCoord_param
%168:void = call %main_1
%169:vec4<f32> = load %x_GLF_color
%170:main_out = construct %169
ret %170
}
}
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. *
********************************************************************