blob: 91749ee186f635008ad5810a6644a8c0c7bddcb2 [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: {
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_80:ptr<function, vec2<i32>, read_write> = var
%x_113:ptr<function, vec2<i32>, read_write> = var
%x_119:ptr<function, i32, read_write> = var
%x_80_phi:ptr<function, vec2<i32>, read_write> = var
%x_83_phi:ptr<function, i32, read_write> = var
%x_114_phi:ptr<function, vec2<i32>, read_write> = var
%x_116_phi:ptr<function, vec2<i32>, read_write> = var
%13:vec4<f32> = load %gl_FragCoord
%x_58:vec4<f32> = let %13
%15:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%16:vec2<f32> = load %15
%x_61:vec2<f32> = let %16
%18:f32 = access %x_58, 0u
%19:f32 = access %x_58, 1u
%20:vec2<f32> = construct %18, %19
%21:vec2<f32> = div %20, %x_61
%x_62:vec2<f32> = let %21
%23:f32 = access %x_62, 0u
%24:f32 = mul %23, 8.0f
%25:i32 = call %tint_f32_to_i32, %24
%x_65:i32 = let %25
%28:f32 = access %x_62, 1u
%29:f32 = mul %28, 8.0f
%30:i32 = call %tint_f32_to_i32, %29
%x_69:i32 = let %30
%32:i32 = and %x_65, 5i
%33:i32 = and %x_69, 10i
%34:i32 = or %32, %33
%35:i32 = mul %34, 8i
%36:i32 = and %x_69, 5i
%37:i32 = and %x_65, 10i
%38:i32 = or %36, %37
%39:i32 = add %35, %38
%40:vec2<i32> = construct %39, 0i
%x_78:vec2<i32> = let %40
store %x_80_phi, %x_78
store %x_83_phi, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_94:ptr<function, vec2<i32>, read_write> = var
%x_102:ptr<function, vec2<i32>, read_write> = var
%x_84:ptr<function, i32, read_write> = var
%x_95_phi:ptr<function, vec2<i32>, read_write> = var
%x_103_phi:ptr<function, vec2<i32>, read_write> = var
%47:vec2<i32> = load %x_80_phi
store %x_80, %47
%48:i32 = load %x_83_phi
%x_83:i32 = let %48
%50:bool = lt %x_83, 100i
if %50 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%51:vec2<i32> = load %x_80
store %x_95_phi, %51
%52:i32 = load_vector_element %x_80, 0u
%53:bool = gt %52, 0i
if %53 [t: $B7] { # if_2
$B7: { # true
%54:vec2<i32> = load %x_80
store %x_94, %54
%55:i32 = load_vector_element %x_80, 1u
%56:i32 = sub %55, 1i
store_vector_element %x_94, 1u, %56
%57:vec2<i32> = load %x_94
store %x_95_phi, %57
exit_if # if_2
}
}
%58:vec2<i32> = load %x_95_phi
%x_95:vec2<i32> = let %58
store %x_103_phi, %x_95
%60:i32 = access %x_95, 0u
%61:bool = lt %60, 0i
if %61 [t: $B8] { # if_3
$B8: { # true
store %x_102, %x_95
%62:i32 = access %x_95, 1u
%63:i32 = add %62, 1i
store_vector_element %x_102, 1u, %63
%64:vec2<i32> = load %x_102
store %x_103_phi, %64
exit_if # if_3
}
}
%65:vec2<i32> = load %x_103_phi
%x_103:vec2<i32> = let %65
%x_81_1:ptr<function, vec2<i32>, read_write> = var, %x_103
%68:i32 = access %x_103, 0u
%69:i32 = access %x_103, 1u
%70:i32 = call %tint_div_i32, %69, 2i
%72:i32 = add %68, %70
store_vector_element %x_81_1, 0u, %72
%73:vec2<i32> = load %x_81_1
%x_81:vec2<i32> = let %73
continue # -> $B4
}
$B4: { # continuing
%75:i32 = add %x_83, 1i
store %x_84, %75
store %x_80_phi, %x_81
%76:i32 = load %x_84
store %x_83_phi, %76
next_iteration # -> $B3
}
}
%77:i32 = load_vector_element %x_80, 0u
%x_108:i32 = let %77
%79:vec2<i32> = load %x_80
store %x_114_phi, %79
%80:bool = lt %x_108, 0i
if %80 [t: $B9] { # if_4
$B9: { # true
%81:vec2<i32> = load %x_80
store %x_113, %81
%82:i32 = negation %x_108
store_vector_element %x_113, 0u, %82
%83:vec2<i32> = load %x_113
store %x_114_phi, %83
exit_if # if_4
}
}
%84:vec2<i32> = load %x_114_phi
%x_114:vec2<i32> = let %84
store %x_116_phi, %x_114
loop [b: $B10, c: $B11] { # loop_2
$B10: { # body
%x_117:ptr<function, vec2<i32>, read_write> = var
%87:vec2<i32> = load %x_116_phi
%x_116:vec2<i32> = let %87
%89:i32 = access %x_116, 0u
store %x_119, %89
%90:i32 = load %x_119
%91:bool = gt %90, 15i
if %91 [t: $B12, f: $B13] { # if_5
$B12: { # true
exit_if # if_5
}
$B13: { # false
exit_loop # loop_2
}
}
continue # -> $B11
}
$B11: { # continuing
store %x_117, %x_116
%92:i32 = load %x_119
%93:i32 = sub %92, 16i
%94:i32 = bitcast %93
store_vector_element %x_117, 0u, %94
%95:vec2<i32> = load %x_117
store %x_116_phi, %95
next_iteration # -> $B10
}
}
store %indexable, 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))
%96:i32 = load %x_119
%97:ptr<function, vec4<f32>, read_write> = access %indexable, %96
%98:vec4<f32> = load %97
%x_124:vec4<f32> = let %98
store %x_GLF_color, %x_124
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B14: {
store %gl_FragCoord, %gl_FragCoord_param
%102:void = call %main_1
%103:vec4<f32> = load %x_GLF_color
%104:main_out = construct %103
ret %104
}
}
%tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B15: {
%107:bool = eq %rhs, 0i
%108:bool = eq %lhs, -2147483648i
%109:bool = eq %rhs, -1i
%110:bool = and %108, %109
%111:bool = or %107, %110
%112:i32 = select %rhs, 1i, %111
%113:i32 = div %lhs, %112
ret %113
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B16: {
%115:i32 = convert %value
%116:bool = gte %value, -2147483648.0f
%117:i32 = select -2147483648i, %115, %116
%118:bool = lte %value, 2147483520.0f
%119:i32 = select 2147483647i, %117, %118
ret %119
}
}
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. *
********************************************************************