blob: 3b9439c60911e675fb74158bb3567e88e86da6ad [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: 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
%data:ptr<private, array<i32, 10>, read_write> = var
%temp:ptr<private, array<i32, 10>, read_write> = var
%x_28:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%continue_execution:ptr<private, bool, read_write> = var, true
}
%merge_i1_i1_i1_ = func(%f:ptr<function, i32, read_write>, %mid:ptr<function, i32, read_write>, %to:ptr<function, i32, read_write>):void {
$B2: {
%k:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%15:i32 = load %f
%x_251:i32 = let %15
store %k, %x_251
%17:i32 = load %f
%x_252:i32 = let %17
store %i, %x_252
%19:i32 = load %mid
%x_253:i32 = let %19
%21:i32 = add %x_253, 1i
store %j, %21
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%22:i32 = load %i
%x_259:i32 = let %22
%24:i32 = load %mid
%x_260:i32 = let %24
%26:i32 = load %j
%x_262:i32 = let %26
%28:i32 = load %to
%x_263:i32 = let %28
%30:bool = lte %x_259, %x_260
%31:bool = lte %x_262, %x_263
%32:bool = and %30, %31
if %32 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%33:i32 = load %i
%x_267:i32 = let %33
%35:ptr<private, i32, read_write> = access %data, %x_267
%36:i32 = load %35
%x_269:i32 = let %36
%38:i32 = load %j
%x_270:i32 = let %38
%40:ptr<private, i32, read_write> = access %data, %x_270
%41:i32 = load %40
%x_272:i32 = let %41
%43:bool = lt %x_269, %x_272
if %43 [t: $B7, f: $B8] { # if_2
$B7: { # true
%44:i32 = load %k
%x_277:i32 = let %44
%46:i32 = add %x_277, 1i
store %k, %46
%47:i32 = load %i
%x_279:i32 = let %47
%49:i32 = add %x_279, 1i
store %i, %49
%50:ptr<private, i32, read_write> = access %data, %x_279
%51:i32 = load %50
%x_282:i32 = let %51
%53:ptr<private, i32, read_write> = access %temp, %x_277
store %53, %x_282
exit_if # if_2
}
$B8: { # false
%54:i32 = load %k
%x_284:i32 = let %54
%56:i32 = add %x_284, 1i
store %k, %56
%57:i32 = load %j
%x_286:i32 = let %57
%59:i32 = add %x_286, 1i
store %j, %59
%60:ptr<private, i32, read_write> = access %data, %x_286
%61:i32 = load %60
%x_289:i32 = let %61
%63:ptr<private, i32, read_write> = access %temp, %x_284
store %63, %x_289
exit_if # if_2
}
}
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%64:i32 = load %i
%x_295:i32 = let %64
%66:i32 = load %i
%x_297:i32 = let %66
%68:i32 = load %mid
%x_298:i32 = let %68
%70:bool = lt %x_295, 10i
%71:bool = lte %x_297, %x_298
%72:bool = and %70, %71
if %72 [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_2
}
}
%73:i32 = load %k
%x_302:i32 = let %73
%75:i32 = add %x_302, 1i
store %k, %75
%76:i32 = load %i
%x_304:i32 = let %76
%78:i32 = add %x_304, 1i
store %i, %78
%79:ptr<private, i32, read_write> = access %data, %x_304
%80:i32 = load %79
%x_307:i32 = let %80
%82:ptr<private, i32, read_write> = access %temp, %x_302
store %82, %x_307
continue # -> $B10
}
$B10: { # continuing
next_iteration # -> $B9
}
}
%83:i32 = load %f
%x_309:i32 = let %83
store %i_1, %x_309
loop [b: $B13, c: $B14] { # loop_3
$B13: { # body
%85:i32 = load %i_1
%x_314:i32 = let %85
%87:i32 = load %to
%x_315:i32 = let %87
%89:bool = lte %x_314, %x_315
if %89 [t: $B15, f: $B16] { # if_4
$B15: { # true
exit_if # if_4
}
$B16: { # false
exit_loop # loop_3
}
}
%90:i32 = load %i_1
%x_318:i32 = let %90
%92:i32 = load %i_1
%x_319:i32 = let %92
%94:ptr<private, i32, read_write> = access %temp, %x_319
%95:i32 = load %94
%x_321:i32 = let %95
%97:ptr<private, i32, read_write> = access %data, %x_318
store %97, %x_321
continue # -> $B14
}
$B14: { # continuing
%98:i32 = load %i_1
%x_323:i32 = let %98
%100:i32 = add %x_323, 1i
store %i_1, %100
next_iteration # -> $B13
}
}
ret
}
}
%mergeSort_ = func():void {
$B17: {
%low:ptr<function, i32, read_write> = var
%high:ptr<function, i32, read_write> = var
%m:ptr<function, i32, read_write> = var
%i_2:ptr<function, i32, read_write> = var
%f_1:ptr<function, i32, read_write> = var
%mid_1:ptr<function, i32, read_write> = var
%to_1:ptr<function, i32, read_write> = var
%param:ptr<function, i32, read_write> = var
%param_1:ptr<function, i32, read_write> = var
%param_2:ptr<function, i32, read_write> = var
store %low, 0i
store %high, 9i
store %m, 1i
loop [b: $B18, c: $B19] { # loop_4
$B18: { # body
%112:i32 = load %m
%x_330:i32 = let %112
%114:i32 = load %high
%x_331:i32 = let %114
%116:bool = lte %x_330, %x_331
if %116 [t: $B20, f: $B21] { # if_5
$B20: { # true
exit_if # if_5
}
$B21: { # false
exit_loop # loop_4
}
}
%117:i32 = load %low
%x_334:i32 = let %117
store %i_2, %x_334
loop [b: $B22, c: $B23] { # loop_5
$B22: { # body
%119:i32 = load %i_2
%x_339:i32 = let %119
%121:i32 = load %high
%x_340:i32 = let %121
%123:bool = lt %x_339, %x_340
if %123 [t: $B24, f: $B25] { # if_6
$B24: { # true
exit_if # if_6
}
$B25: { # false
exit_loop # loop_5
}
}
%124:i32 = load %i_2
%x_343:i32 = let %124
store %f_1, %x_343
%126:i32 = load %i_2
%x_344:i32 = let %126
%128:i32 = load %m
%x_345:i32 = let %128
%130:i32 = add %x_344, %x_345
%131:i32 = sub %130, 1i
store %mid_1, %131
%132:i32 = load %i_2
%x_348:i32 = let %132
%134:i32 = load %m
%x_349:i32 = let %134
%136:i32 = load %high
%x_353:i32 = let %136
%138:i32 = mul 2i, %x_349
%139:i32 = add %x_348, %138
%140:i32 = sub %139, 1i
%141:i32 = min %140, %x_353
store %to_1, %141
%142:i32 = load %f_1
%x_355:i32 = let %142
store %param, %x_355
%144:i32 = load %mid_1
%x_356:i32 = let %144
store %param_1, %x_356
%146:i32 = load %to_1
%x_357:i32 = let %146
store %param_2, %x_357
%148:void = call %merge_i1_i1_i1_, %param, %param_1, %param_2
continue # -> $B23
}
$B23: { # continuing
%149:i32 = load %m
%x_359:i32 = let %149
%151:i32 = load %i_2
%x_361:i32 = let %151
%153:i32 = mul 2i, %x_359
%154:i32 = add %x_361, %153
store %i_2, %154
next_iteration # -> $B22
}
}
continue # -> $B19
}
$B19: { # continuing
%155:i32 = load %m
%x_363:i32 = let %155
%157:i32 = mul 2i, %x_363
store %m, %157
next_iteration # -> $B18
}
}
ret
}
}
%main_1 = func():void {
$B26: {
%i_3:ptr<function, i32, read_write> = var
%j_1:ptr<function, i32, read_write> = var
%grey:ptr<function, f32, read_write> = var
%162:ptr<uniform, vec2<f32>, read> = access %x_28, 0u
%163:f32 = load_vector_element %162, 0u
%x_84:f32 = let %163
%165:i32 = call %tint_f32_to_i32, %x_84
store %i_3, %165
loop [b: $B27, c: $B28] { # loop_6
$B27: { # body
%167:i32 = load %i_3
%x_90:i32 = let %167
switch %x_90 [c: (9i, $B29), c: (8i, $B30), c: (7i, $B31), c: (6i, $B32), c: (5i, $B33), c: (4i, $B34), c: (3i, $B35), c: (2i, $B36), c: (1i, $B37), c: (0i, $B38), c: (default, $B39)] { # switch_1
$B29: { # case
%169:i32 = load %i_3
%x_120:i32 = let %169
%171:ptr<private, i32, read_write> = access %data, %x_120
store %171, -5i
exit_switch # switch_1
}
$B30: { # case
%172:i32 = load %i_3
%x_118:i32 = let %172
%174:ptr<private, i32, read_write> = access %data, %x_118
store %174, -4i
exit_switch # switch_1
}
$B31: { # case
%175:i32 = load %i_3
%x_116:i32 = let %175
%177:ptr<private, i32, read_write> = access %data, %x_116
store %177, -3i
exit_switch # switch_1
}
$B32: { # case
%178:i32 = load %i_3
%x_114:i32 = let %178
%180:ptr<private, i32, read_write> = access %data, %x_114
store %180, -2i
exit_switch # switch_1
}
$B33: { # case
%181:i32 = load %i_3
%x_112:i32 = let %181
%183:ptr<private, i32, read_write> = access %data, %x_112
store %183, -1i
exit_switch # switch_1
}
$B34: { # case
%184:i32 = load %i_3
%x_110:i32 = let %184
%186:ptr<private, i32, read_write> = access %data, %x_110
store %186, 0i
exit_switch # switch_1
}
$B35: { # case
%187:i32 = load %i_3
%x_108:i32 = let %187
%189:ptr<private, i32, read_write> = access %data, %x_108
store %189, 1i
exit_switch # switch_1
}
$B36: { # case
%190:i32 = load %i_3
%x_106:i32 = let %190
%192:ptr<private, i32, read_write> = access %data, %x_106
store %192, 2i
exit_switch # switch_1
}
$B37: { # case
%193:i32 = load %i_3
%x_104:i32 = let %193
%195:ptr<private, i32, read_write> = access %data, %x_104
store %195, 3i
exit_switch # switch_1
}
$B38: { # case
%196:i32 = load %i_3
%x_102:i32 = let %196
%198:ptr<private, i32, read_write> = access %data, %x_102
store %198, 4i
exit_switch # switch_1
}
$B39: { # case
exit_switch # switch_1
}
}
%199:i32 = load %i_3
%x_122:i32 = let %199
%201:i32 = add %x_122, 1i
store %i_3, %201
continue # -> $B28
}
$B28: { # continuing
%202:i32 = load %i_3
%x_124:i32 = let %202
%204:bool = lt %x_124, 10i
%205:bool = eq %204, false
break_if %205 # -> [t: exit_loop loop_6, f: $B27]
}
}
store %j_1, 0i
loop [b: $B40, c: $B41] { # loop_7
$B40: { # body
%206:i32 = load %j_1
%x_130:i32 = let %206
%208:bool = lt %x_130, 10i
if %208 [t: $B42, f: $B43] { # if_7
$B42: { # true
exit_if # if_7
}
$B43: { # false
exit_loop # loop_7
}
}
%209:i32 = load %j_1
%x_133:i32 = let %209
%211:i32 = load %j_1
%x_134:i32 = let %211
%213:ptr<private, i32, read_write> = access %data, %x_134
%214:i32 = load %213
%x_136:i32 = let %214
%216:ptr<private, i32, read_write> = access %temp, %x_133
store %216, %x_136
continue # -> $B41
}
$B41: { # continuing
%217:i32 = load %j_1
%x_138:i32 = let %217
%219:i32 = add %x_138, 1i
store %j_1, %219
next_iteration # -> $B40
}
}
%220:void = call %mergeSort_
%221:f32 = load_vector_element %gl_FragCoord, 1u
%x_142:f32 = let %221
%223:i32 = call %tint_f32_to_i32, %x_142
%224:bool = lt %223, 30i
if %224 [t: $B44, f: $B45] { # if_8
$B44: { # true
%225:ptr<private, i32, read_write> = access %data, 0i
%226:i32 = load %225
%x_149:i32 = let %226
%228:f32 = convert %x_149
%229:f32 = div %228, 10.0f
%230:f32 = add 0.5f, %229
store %grey, %230
exit_if # if_8
}
$B45: { # false
%231:f32 = load_vector_element %gl_FragCoord, 1u
%x_154:f32 = let %231
%233:i32 = call %tint_f32_to_i32, %x_154
%234:bool = lt %233, 60i
if %234 [t: $B46, f: $B47] { # if_9
$B46: { # true
%235:ptr<private, i32, read_write> = access %data, 1i
%236:i32 = load %235
%x_161:i32 = let %236
%238:f32 = convert %x_161
%239:f32 = div %238, 10.0f
%240:f32 = add 0.5f, %239
store %grey, %240
exit_if # if_9
}
$B47: { # false
%241:f32 = load_vector_element %gl_FragCoord, 1u
%x_166:f32 = let %241
%243:i32 = call %tint_f32_to_i32, %x_166
%244:bool = lt %243, 90i
if %244 [t: $B48, f: $B49] { # if_10
$B48: { # true
%245:ptr<private, i32, read_write> = access %data, 2i
%246:i32 = load %245
%x_173:i32 = let %246
%248:f32 = convert %x_173
%249:f32 = div %248, 10.0f
%250:f32 = add 0.5f, %249
store %grey, %250
exit_if # if_10
}
$B49: { # false
%251:f32 = load_vector_element %gl_FragCoord, 1u
%x_178:f32 = let %251
%253:i32 = call %tint_f32_to_i32, %x_178
%254:bool = lt %253, 120i
if %254 [t: $B50, f: $B51] { # if_11
$B50: { # true
%255:ptr<private, i32, read_write> = access %data, 3i
%256:i32 = load %255
%x_185:i32 = let %256
%258:f32 = convert %x_185
%259:f32 = div %258, 10.0f
%260:f32 = add 0.5f, %259
store %grey, %260
exit_if # if_11
}
$B51: { # false
%261:f32 = load_vector_element %gl_FragCoord, 1u
%x_190:f32 = let %261
%263:i32 = call %tint_f32_to_i32, %x_190
%264:bool = lt %263, 150i
if %264 [t: $B52, f: $B53] { # if_12
$B52: { # true
store %continue_execution, false
exit_if # if_12
}
$B53: { # false
%265:f32 = load_vector_element %gl_FragCoord, 1u
%x_197:f32 = let %265
%267:i32 = call %tint_f32_to_i32, %x_197
%268:bool = lt %267, 180i
if %268 [t: $B54, f: $B55] { # if_13
$B54: { # true
%269:ptr<private, i32, read_write> = access %data, 5i
%270:i32 = load %269
%x_204:i32 = let %270
%272:f32 = convert %x_204
%273:f32 = div %272, 10.0f
%274:f32 = add 0.5f, %273
store %grey, %274
exit_if # if_13
}
$B55: { # false
%275:f32 = load_vector_element %gl_FragCoord, 1u
%x_209:f32 = let %275
%277:i32 = call %tint_f32_to_i32, %x_209
%278:bool = lt %277, 210i
if %278 [t: $B56, f: $B57] { # if_14
$B56: { # true
%279:ptr<private, i32, read_write> = access %data, 6i
%280:i32 = load %279
%x_216:i32 = let %280
%282:f32 = convert %x_216
%283:f32 = div %282, 10.0f
%284:f32 = add 0.5f, %283
store %grey, %284
exit_if # if_14
}
$B57: { # false
%285:f32 = load_vector_element %gl_FragCoord, 1u
%x_221:f32 = let %285
%287:i32 = call %tint_f32_to_i32, %x_221
%288:bool = lt %287, 240i
if %288 [t: $B58, f: $B59] { # if_15
$B58: { # true
%289:ptr<private, i32, read_write> = access %data, 7i
%290:i32 = load %289
%x_228:i32 = let %290
%292:f32 = convert %x_228
%293:f32 = div %292, 10.0f
%294:f32 = add 0.5f, %293
store %grey, %294
exit_if # if_15
}
$B59: { # false
%295:f32 = load_vector_element %gl_FragCoord, 1u
%x_233:f32 = let %295
%297:i32 = call %tint_f32_to_i32, %x_233
%298:bool = lt %297, 270i
if %298 [t: $B60, f: $B61] { # if_16
$B60: { # true
%299:ptr<private, i32, read_write> = access %data, 8i
%300:i32 = load %299
%x_240:i32 = let %300
%302:f32 = convert %x_240
%303:f32 = div %302, 10.0f
%304:f32 = add 0.5f, %303
store %grey, %304
exit_if # if_16
}
$B61: { # false
store %continue_execution, false
exit_if # if_16
}
}
exit_if # if_15
}
}
exit_if # if_14
}
}
exit_if # if_13
}
}
exit_if # if_12
}
}
exit_if # if_11
}
}
exit_if # if_10
}
}
exit_if # if_9
}
}
exit_if # if_8
}
}
%305:f32 = load %grey
%x_244:f32 = let %305
%307:vec3<f32> = construct %x_244, %x_244, %x_244
%x_245:vec3<f32> = let %307
%309:f32 = access %x_245, 0u
%310:f32 = access %x_245, 1u
%311:f32 = access %x_245, 2u
%312:vec4<f32> = construct %309, %310, %311, 1.0f
store %x_GLF_color, %312
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B62: {
store %gl_FragCoord, %gl_FragCoord_param
%315:void = call %main_1
%316:vec4<f32> = load %x_GLF_color
%317:main_out = construct %316
%318:bool = load %continue_execution
%319:bool = eq %318, false
if %319 [t: $B63] { # if_17
$B63: { # true
terminate_invocation
}
}
ret %317
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B64: {
%321:i32 = convert %value
%322:bool = gte %value, -2147483648.0f
%323:i32 = select -2147483648i, %321, %322
%324:bool = lte %value, 2147483520.0f
%325:i32 = select 2147483647i, %323, %324
ret %325
}
}
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. *
********************************************************************