blob: e64dc3d76d92aa233877526859d7ef41e452a6a4 [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
store %k, %15
%16:i32 = load %f
store %i, %16
%17:i32 = load %mid
%18:i32 = add %17, 1i
store %j, %18
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%19:i32 = load %i
%20:i32 = load %mid
%21:bool = lte %19, %20
%22:i32 = load %j
%23:i32 = load %to
%24:bool = lte %22, %23
%25:bool = and %21, %24
if %25 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%26:i32 = load %i
%27:ptr<private, i32, read_write> = access %data, %26
%28:i32 = load %27
%29:i32 = load %j
%30:ptr<private, i32, read_write> = access %data, %29
%31:i32 = load %30
%32:bool = lt %28, %31
if %32 [t: $B7, f: $B8] { # if_2
$B7: { # true
%33:i32 = load %k
%x_288:i32 = let %33
%35:i32 = load %k
%36:i32 = add %35, 1i
store %k, %36
%37:i32 = load %i
%x_290:i32 = let %37
%39:i32 = load %i
%40:i32 = add %39, 1i
store %i, %40
%41:ptr<private, i32, read_write> = access %temp, %x_288
%42:ptr<private, i32, read_write> = access %data, %x_290
%43:i32 = load %42
store %41, %43
exit_if # if_2
}
$B8: { # false
%44:i32 = load %k
%x_295:i32 = let %44
%46:i32 = load %k
%47:i32 = add %46, 1i
store %k, %47
%48:i32 = load %j
%x_297:i32 = let %48
%50:i32 = load %j
%51:i32 = add %50, 1i
store %j, %51
%52:ptr<private, i32, read_write> = access %temp, %x_295
%53:ptr<private, i32, read_write> = access %data, %x_297
%54:i32 = load %53
store %52, %54
exit_if # if_2
}
}
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%55:i32 = load %i
%56:bool = lt %55, 10i
%57:i32 = load %i
%58:i32 = load %mid
%59:bool = lte %57, %58
%60:bool = and %56, %59
if %60 [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_2
}
}
%61:i32 = load %k
%x_313:i32 = let %61
%63:i32 = load %k
%64:i32 = add %63, 1i
store %k, %64
%65:i32 = load %i
%x_315:i32 = let %65
%67:i32 = load %i
%68:i32 = add %67, 1i
store %i, %68
%69:ptr<private, i32, read_write> = access %temp, %x_313
%70:ptr<private, i32, read_write> = access %data, %x_315
%71:i32 = load %70
store %69, %71
continue # -> $B10
}
$B10: { # continuing
next_iteration # -> $B9
}
}
%72:i32 = load %f
store %i_1, %72
loop [b: $B13, c: $B14] { # loop_3
$B13: { # body
%73:i32 = load %i_1
%74:i32 = load %to
%75:bool = lte %73, %74
if %75 [t: $B15, f: $B16] { # if_4
$B15: { # true
exit_if # if_4
}
$B16: { # false
exit_loop # loop_3
}
}
%76:i32 = load %i_1
%x_329:i32 = let %76
%78:ptr<private, i32, read_write> = access %data, %x_329
%79:i32 = load %i_1
%80:ptr<private, i32, read_write> = access %temp, %79
%81:i32 = load %80
store %78, %81
continue # -> $B14
}
$B14: { # continuing
%82:i32 = load %i_1
%83:i32 = add %82, 1i
store %i_1, %83
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
%95:i32 = load %m
%96:i32 = load %high
%97:bool = lte %95, %96
if %97 [t: $B20, f: $B21] { # if_5
$B20: { # true
exit_if # if_5
}
$B21: { # false
exit_loop # loop_4
}
}
%98:i32 = load %low
store %i_2, %98
loop [b: $B22, c: $B23] { # loop_5
$B22: { # body
%99:i32 = load %i_2
%100:i32 = load %high
%101:bool = lt %99, %100
if %101 [t: $B24, f: $B25] { # if_6
$B24: { # true
exit_if # if_6
}
$B25: { # false
exit_loop # loop_5
}
}
%102:i32 = load %i_2
store %f_1, %102
%103:i32 = load %i_2
%104:i32 = load %m
%105:i32 = add %103, %104
%106:i32 = sub %105, 1i
store %mid_1, %106
%107:i32 = load %i_2
%108:i32 = load %m
%109:i32 = mul 2i, %108
%110:i32 = add %107, %109
%111:i32 = sub %110, 1i
%112:i32 = load %high
%113:i32 = min %111, %112
store %to_1, %113
%114:i32 = load %f_1
store %param, %114
%115:i32 = load %mid_1
store %param_1, %115
%116:i32 = load %to_1
store %param_2, %116
%117:void = call %merge_i1_i1_i1_, %param, %param_1, %param_2
continue # -> $B23
}
$B23: { # continuing
%118:i32 = load %i_2
%119:i32 = load %m
%120:i32 = mul 2i, %119
%121:i32 = add %118, %120
store %i_2, %121
next_iteration # -> $B22
}
}
continue # -> $B19
}
$B19: { # continuing
%122:i32 = load %m
%123:i32 = mul 2i, %122
store %m, %123
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
%128:ptr<uniform, vec2<f32>, read> = access %x_28, 0u
%129:f32 = load_vector_element %128, 0u
%130:i32 = call %tint_f32_to_i32, %129
store %i_3, %130
loop [b: $B27, c: $B28] { # loop_6
$B27: { # body
%132:i32 = load %i_3
%x_92:i32 = let %132
switch %x_92 [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
%134:i32 = load %i_3
%x_122:i32 = let %134
%136:ptr<private, i32, read_write> = access %data, %x_122
store %136, -5i
exit_switch # switch_1
}
$B30: { # case
%137:i32 = load %i_3
%x_120:i32 = let %137
%139:ptr<private, i32, read_write> = access %data, %x_120
store %139, -4i
exit_switch # switch_1
}
$B31: { # case
%140:i32 = load %i_3
%x_118:i32 = let %140
%142:ptr<private, i32, read_write> = access %data, %x_118
store %142, -3i
exit_switch # switch_1
}
$B32: { # case
%143:i32 = load %i_3
%x_116:i32 = let %143
%145:ptr<private, i32, read_write> = access %data, %x_116
store %145, -2i
exit_switch # switch_1
}
$B33: { # case
%146:i32 = load %i_3
%x_114:i32 = let %146
%148:ptr<private, i32, read_write> = access %data, %x_114
store %148, -1i
exit_switch # switch_1
}
$B34: { # case
%149:i32 = load %i_3
%x_112:i32 = let %149
%151:ptr<private, i32, read_write> = access %data, %x_112
store %151, 0i
exit_switch # switch_1
}
$B35: { # case
%152:i32 = load %i_3
%x_110:i32 = let %152
%154:ptr<private, i32, read_write> = access %data, %x_110
store %154, 1i
exit_switch # switch_1
}
$B36: { # case
%155:i32 = load %i_3
%x_108:i32 = let %155
%157:ptr<private, i32, read_write> = access %data, %x_108
store %157, 2i
exit_switch # switch_1
}
$B37: { # case
%158:i32 = load %i_3
%x_106:i32 = let %158
%160:ptr<private, i32, read_write> = access %data, %x_106
store %160, 3i
exit_switch # switch_1
}
$B38: { # case
%161:i32 = load %i_3
%x_104:i32 = let %161
%163:ptr<private, i32, read_write> = access %data, %x_104
store %163, 4i
exit_switch # switch_1
}
$B39: { # case
exit_switch # switch_1
}
}
%164:i32 = load %i_3
%165:i32 = add %164, 1i
store %i_3, %165
continue # -> $B28
}
$B28: { # continuing
%166:i32 = load %i_3
%x_126:i32 = let %166
%168:bool = lt %x_126, 10i
%169:bool = eq %168, false
break_if %169 # -> [t: exit_loop loop_6, f: $B27]
}
}
store %j_1, 0i
loop [b: $B40, c: $B41] { # loop_7
$B40: { # body
%170:i32 = load %j_1
%171:bool = lt %170, 10i
%x_133:bool = let %171
%173:ptr<uniform, vec2<f32>, read> = access %x_28, 0u
%174:f32 = load_vector_element %173, 0u
%175:bool = lte %174, 1.0f
%176:bool = eq %175, false
if %176 [t: $B42] { # if_7
$B42: { # true
store %grey, 1.0f
exit_if # if_7
}
}
if %x_133 [t: $B43, f: $B44] { # if_8
$B43: { # true
exit_if # if_8
}
$B44: { # false
exit_loop # loop_7
}
}
%177:i32 = load %j_1
%x_140:i32 = let %177
%179:ptr<private, i32, read_write> = access %temp, %x_140
%180:i32 = load %j_1
%181:ptr<private, i32, read_write> = access %data, %180
%182:i32 = load %181
store %179, %182
continue # -> $B41
}
$B41: { # continuing
%183:i32 = load %j_1
%184:i32 = add %183, 1i
store %j_1, %184
next_iteration # -> $B40
}
}
%185:void = call %mergeSort_
%186:f32 = load_vector_element %gl_FragCoord, 1u
%187:i32 = call %tint_f32_to_i32, %186
%188:bool = lt %187, 30i
if %188 [t: $B45, f: $B46] { # if_9
$B45: { # true
%189:ptr<private, i32, read_write> = access %data, 0i
%190:i32 = load %189
%191:f32 = convert %190
%192:f32 = div %191, 10.0f
%193:f32 = add 0.5f, %192
store %grey, %193
exit_if # if_9
}
$B46: { # false
%194:f32 = load_vector_element %gl_FragCoord, 1u
%195:i32 = call %tint_f32_to_i32, %194
%196:bool = lt %195, 60i
if %196 [t: $B47, f: $B48] { # if_10
$B47: { # true
%197:ptr<private, i32, read_write> = access %data, 1i
%198:i32 = load %197
%199:f32 = convert %198
%200:f32 = div %199, 10.0f
%201:f32 = add 0.5f, %200
store %grey, %201
exit_if # if_10
}
$B48: { # false
%202:f32 = load_vector_element %gl_FragCoord, 1u
%203:i32 = call %tint_f32_to_i32, %202
%204:bool = lt %203, 90i
if %204 [t: $B49, f: $B50] { # if_11
$B49: { # true
%205:ptr<private, i32, read_write> = access %data, 2i
%206:i32 = load %205
%207:f32 = convert %206
%208:f32 = div %207, 10.0f
%209:f32 = add 0.5f, %208
store %grey, %209
exit_if # if_11
}
$B50: { # false
%210:f32 = load_vector_element %gl_FragCoord, 1u
%211:i32 = call %tint_f32_to_i32, %210
%212:bool = lt %211, 120i
if %212 [t: $B51, f: $B52] { # if_12
$B51: { # true
%213:ptr<private, i32, read_write> = access %data, 3i
%214:i32 = load %213
%215:f32 = convert %214
%216:f32 = div %215, 10.0f
%217:f32 = add 0.5f, %216
store %grey, %217
exit_if # if_12
}
$B52: { # false
%218:f32 = load_vector_element %gl_FragCoord, 1u
%219:i32 = call %tint_f32_to_i32, %218
%220:bool = lt %219, 150i
if %220 [t: $B53, f: $B54] { # if_13
$B53: { # true
store %continue_execution, false
exit_if # if_13
}
$B54: { # false
%221:f32 = load_vector_element %gl_FragCoord, 1u
%222:i32 = call %tint_f32_to_i32, %221
%223:bool = lt %222, 180i
if %223 [t: $B55, f: $B56] { # if_14
$B55: { # true
%224:ptr<private, i32, read_write> = access %data, 5i
%225:i32 = load %224
%226:f32 = convert %225
%227:f32 = div %226, 10.0f
%228:f32 = add 0.5f, %227
store %grey, %228
exit_if # if_14
}
$B56: { # false
%229:f32 = load_vector_element %gl_FragCoord, 1u
%230:i32 = call %tint_f32_to_i32, %229
%231:bool = lt %230, 210i
if %231 [t: $B57, f: $B58] { # if_15
$B57: { # true
%232:ptr<private, i32, read_write> = access %data, 6i
%233:i32 = load %232
%234:f32 = convert %233
%235:f32 = div %234, 10.0f
%236:f32 = add 0.5f, %235
store %grey, %236
exit_if # if_15
}
$B58: { # false
%237:f32 = load_vector_element %gl_FragCoord, 1u
%238:i32 = call %tint_f32_to_i32, %237
%239:bool = lt %238, 240i
if %239 [t: $B59, f: $B60] { # if_16
$B59: { # true
%240:ptr<private, i32, read_write> = access %data, 7i
%241:i32 = load %240
%242:f32 = convert %241
%243:f32 = div %242, 10.0f
%244:f32 = add 0.5f, %243
store %grey, %244
exit_if # if_16
}
$B60: { # false
%245:f32 = load_vector_element %gl_FragCoord, 1u
%x_240:f32 = let %245
%guard233:ptr<function, bool, read_write> = var, true
%248:i32 = call %tint_f32_to_i32, %x_240
%249:bool = lt %248, 270i
if %249 [t: $B61, f: $B62] { # if_17
$B61: { # true
%250:ptr<private, i32, read_write> = access %data, 8i
%251:i32 = load %250
%252:f32 = convert %251
%253:f32 = div %252, 10.0f
%254:f32 = add 0.5f, %253
store %grey, %254
store %guard233, false
exit_if # if_17
}
$B62: { # false
%255:bool = load %guard233
if %255 [t: $B63] { # if_18
$B63: { # true
%256:ptr<uniform, vec2<f32>, read> = access %x_28, 0u
%257:f32 = load_vector_element %256, 1u
%258:bool = lt 0.0f, %257
%259:bool = eq %258, false
if %259 [t: $B64] { # if_19
$B64: { # true
store %guard233, false
exit_if # if_19
}
}
%260:bool = load %guard233
if %260 [t: $B65] { # if_20
$B65: { # true
store %continue_execution, false
exit_if # if_20
}
}
exit_if # if_18
}
}
exit_if # if_17
}
}
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
}
}
%261:f32 = load %grey
%262:vec3<f32> = construct %261
%x_256:vec3<f32> = let %262
%264:f32 = access %x_256, 0u
%265:f32 = access %x_256, 1u
%266:f32 = access %x_256, 2u
%267:vec4<f32> = construct %264, %265, %266, 1.0f
store %x_GLF_color, %267
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B66: {
store %gl_FragCoord, %gl_FragCoord_param
%270:void = call %main_1
%271:vec4<f32> = load %x_GLF_color
%272:main_out = construct %271
%273:bool = load %continue_execution
%274:bool = eq %273, false
if %274 [t: $B67] { # if_21
$B67: { # true
terminate_invocation
}
}
ret %272
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B68: {
%276:i32 = convert %value
%277:bool = gte %value, -2147483648.0f
%278:i32 = select -2147483648i, %276, %277
%279:bool = lte %value, 2147483520.0f
%280:i32 = select 2147483647i, %278, %279
ret %280
}
}
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. *
********************************************************************