blob: ddd5f320a3d6f81d0359aecda946dc8d6f8b3fac [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf1 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
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
%x_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_9: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
}
%main_1 = func():void {
$B2: {
%c:ptr<function, vec3<f32>, read_write> = var
%x_54:ptr<function, f32, read_write> = var
%x_58:ptr<function, f32, read_write> = var
%x_59:ptr<function, f32, read_write> = var
%x_91:ptr<function, f32, read_write> = var
%x_92:ptr<function, f32, read_write> = var
%x_135:ptr<function, f32, read_write> = var
%x_136:ptr<function, f32, read_write> = var
%x_58_phi:ptr<function, f32, read_write> = var
%x_61_phi:ptr<function, i32, read_write> = var
%x_91_phi:ptr<function, f32, read_write> = var
%x_92_phi:ptr<function, f32, read_write> = var
%x_93_phi:ptr<function, bool, read_write> = var
%x_95_phi:ptr<function, f32, read_write> = var
%x_139_phi:ptr<function, f32, read_write> = var
%x_146_phi:ptr<function, i32, read_write> = var
store %c, vec3<f32>(7.0f, 8.0f, 9.0f)
%23:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%24:f32 = load_vector_element %23, 0u
%x_50:f32 = let %24
%26:f32 = mul %x_50, 0.125f
%27:f32 = round %26
%x_52:f32 = let %27
%29:f32 = load_vector_element %gl_FragCoord, 0u
store %x_54, %29
switch 0u [c: (default, $B3)] { # switch_1
$B3: { # case
store %x_58_phi, -0.5f
store %x_61_phi, 1i
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
%x_71:ptr<function, f32, read_write> = var
%x_79:ptr<function, f32, read_write> = var
%x_62:ptr<function, i32, read_write> = var
%x_59_phi:ptr<function, f32, read_write> = var
%34:f32 = load %x_58_phi
store %x_58, %34
%35:i32 = load %x_61_phi
%x_61:i32 = let %35
store %x_91_phi, 0.0f
%37:f32 = load %x_58
store %x_92_phi, %37
store %x_93_phi, false
%38:bool = lt %x_61, 800i
if %38 [t: $B6, f: $B7] { # if_1
$B6: { # true
exit_if # if_1
}
$B7: { # false
exit_loop # loop_1
}
}
%x_78:ptr<function, f32, read_write> = var
%x_79_phi:ptr<function, f32, read_write> = var
%41:i32 = call %tint_mod_i32, %x_61, 32i
%43:bool = eq %41, 0i
if %43 [t: $B8, f: $B9] { # if_2
$B8: { # true
%44:f32 = load %x_58
%45:f32 = add %44, 0.40000000596046447754f
store %x_71, %45
%46:f32 = load %x_71
store %x_59_phi, %46
exit_if # if_2
}
$B9: { # false
%47:f32 = load %x_58
store %x_79_phi, %47
%48:f32 = convert %x_61
%49:f32 = let %48
%50:f32 = round %x_52
%51:f32 = let %50
%52:f32 = convert %x_61
%53:f32 = let %52
%54:f32 = round %x_52
%55:f32 = div %53, %54
%56:f32 = floor %55
%57:f32 = mul %51, %56
%58:f32 = sub %49, %57
%59:bool = lte %58, 0.00999999977648258209f
if %59 [t: $B10] { # if_3
$B10: { # true
%60:f32 = load %x_58
%61:f32 = add %60, 100.0f
store %x_78, %61
%62:f32 = load %x_78
store %x_79_phi, %62
exit_if # if_3
}
}
%63:f32 = load %x_79_phi
store %x_79, %63
%64:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%65:f32 = load_vector_element %64, 0u
%x_81:f32 = let %65
%67:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%68:f32 = load_vector_element %67, 1u
%x_83:f32 = let %68
%70:bool = gt %x_81, %x_83
if %70 [t: $B11] { # if_4
$B11: { # true
store %continue_execution, false
exit_if # if_4
}
}
%71:f32 = load %x_79
store %x_59_phi, %71
exit_if # if_2
}
}
%72:f32 = load %x_59_phi
store %x_59, %72
%73:f32 = convert %x_61
%74:f32 = load %x_54
%75:bool = gte %73, %74
if %75 [t: $B12] { # if_5
$B12: { # true
%76:f32 = load %x_59
store %x_91_phi, %76
%77:f32 = load %x_59
store %x_92_phi, %77
store %x_93_phi, true
exit_loop # loop_1
}
}
continue # -> $B5
}
$B5: { # continuing
%78:i32 = add %x_61, 1i
store %x_62, %78
%79:f32 = load %x_59
store %x_58_phi, %79
%80:i32 = load %x_62
store %x_61_phi, %80
next_iteration # -> $B4
}
}
%81:f32 = load %x_91_phi
store %x_91, %81
%82:f32 = load %x_92_phi
store %x_92, %82
%83:bool = load %x_93_phi
%x_93:bool = let %83
%85:f32 = load %x_91
store %x_95_phi, %85
if %x_93 [t: $B13] { # if_6
$B13: { # true
exit_switch # switch_1
}
}
%86:f32 = load %x_92
store %x_95_phi, %86
exit_switch # switch_1
}
}
%x_98:ptr<function, f32, read_write> = var
%x_102:ptr<function, f32, read_write> = var
%x_103:ptr<function, f32, read_write> = var
%x_102_phi:ptr<function, f32, read_write> = var
%x_105_phi:ptr<function, i32, read_write> = var
%x_135_phi:ptr<function, f32, read_write> = var
%x_136_phi:ptr<function, f32, read_write> = var
%x_137_phi:ptr<function, bool, read_write> = var
%95:f32 = load %x_95_phi
%x_95:f32 = let %95
store_vector_element %c, 0u, %x_95
%97:f32 = load_vector_element %gl_FragCoord, 1u
store %x_98, %97
switch 0u [c: (default, $B14)] { # switch_2
$B14: { # case
store %x_102_phi, -0.5f
store %x_105_phi, 1i
loop [b: $B15, c: $B16] { # loop_2
$B15: { # body
%x_115:ptr<function, f32, read_write> = var
%x_123:ptr<function, f32, read_write> = var
%x_106:ptr<function, i32, read_write> = var
%x_103_phi:ptr<function, f32, read_write> = var
%102:f32 = load %x_102_phi
store %x_102, %102
%103:i32 = load %x_105_phi
%x_105:i32 = let %103
store %x_135_phi, 0.0f
%105:f32 = load %x_102
store %x_136_phi, %105
store %x_137_phi, false
%106:bool = lt %x_105, 800i
if %106 [t: $B17, f: $B18] { # if_7
$B17: { # true
exit_if # if_7
}
$B18: { # false
exit_loop # loop_2
}
}
%x_122:ptr<function, f32, read_write> = var
%x_123_phi:ptr<function, f32, read_write> = var
%109:i32 = call %tint_mod_i32, %x_105, 32i
%110:bool = eq %109, 0i
if %110 [t: $B19, f: $B20] { # if_8
$B19: { # true
%111:f32 = load %x_102
%112:f32 = add %111, 0.40000000596046447754f
store %x_115, %112
%113:f32 = load %x_115
store %x_103_phi, %113
exit_if # if_8
}
$B20: { # false
%114:f32 = load %x_102
store %x_123_phi, %114
%115:f32 = convert %x_105
%116:f32 = let %115
%117:f32 = round %x_52
%118:f32 = let %117
%119:f32 = convert %x_105
%120:f32 = let %119
%121:f32 = round %x_52
%122:f32 = div %120, %121
%123:f32 = floor %122
%124:f32 = mul %118, %123
%125:f32 = sub %116, %124
%126:bool = lte %125, 0.00999999977648258209f
if %126 [t: $B21] { # if_9
$B21: { # true
%127:f32 = load %x_102
%128:f32 = add %127, 100.0f
store %x_122, %128
%129:f32 = load %x_122
store %x_123_phi, %129
exit_if # if_9
}
}
%130:f32 = load %x_123_phi
store %x_123, %130
%131:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%132:f32 = load_vector_element %131, 0u
%x_125:f32 = let %132
%134:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%135:f32 = load_vector_element %134, 1u
%x_127:f32 = let %135
%137:bool = gt %x_125, %x_127
if %137 [t: $B22] { # if_10
$B22: { # true
store %continue_execution, false
exit_if # if_10
}
}
%138:f32 = load %x_123
store %x_103_phi, %138
exit_if # if_8
}
}
%139:f32 = load %x_103_phi
store %x_103, %139
%140:f32 = convert %x_105
%141:f32 = load %x_98
%142:bool = gte %140, %141
if %142 [t: $B23] { # if_11
$B23: { # true
%143:f32 = load %x_103
store %x_135_phi, %143
%144:f32 = load %x_103
store %x_136_phi, %144
store %x_137_phi, true
exit_loop # loop_2
}
}
continue # -> $B16
}
$B16: { # continuing
%145:i32 = add %x_105, 1i
store %x_106, %145
%146:f32 = load %x_103
store %x_102_phi, %146
%147:i32 = load %x_106
store %x_105_phi, %147
next_iteration # -> $B15
}
}
%148:f32 = load %x_135_phi
store %x_135, %148
%149:f32 = load %x_136_phi
store %x_136, %149
%150:bool = load %x_137_phi
%x_137:bool = let %150
%152:f32 = load %x_135
store %x_139_phi, %152
if %x_137 [t: $B24] { # if_12
$B24: { # true
exit_switch # switch_2
}
}
%153:f32 = load %x_136
store %x_139_phi, %153
exit_switch # switch_2
}
}
%154:f32 = load %x_139_phi
%x_139:f32 = let %154
store_vector_element %c, 1u, %x_139
%156:f32 = load_vector_element %c, 0u
%x_141:f32 = let %156
%158:f32 = load_vector_element %c, 1u
%x_142:f32 = let %158
%160:f32 = add %x_141, %x_142
store_vector_element %c, 2u, %160
store %x_146_phi, 0i
loop [b: $B25, c: $B26] { # loop_3
$B25: { # body
%x_147:ptr<function, i32, read_write> = var
%162:i32 = load %x_146_phi
%x_146:i32 = let %162
%164:bool = lt %x_146, 3i
if %164 [t: $B27, f: $B28] { # if_13
$B27: { # true
exit_if # if_13
}
$B28: { # false
exit_loop # loop_3
}
}
%165:f32 = load_vector_element %c, %x_146
%x_153:f32 = let %165
%167:bool = gte %x_153, 1.0f
if %167 [t: $B29] { # if_14
$B29: { # true
%168:f32 = load_vector_element %c, %x_146
%x_157:f32 = let %168
%170:f32 = load_vector_element %c, %x_146
%x_158:f32 = let %170
%172:f32 = mul %x_157, %x_158
store_vector_element %c, %x_146, %172
%173:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%174:f32 = load_vector_element %173, 0u
%x_161:f32 = let %174
%176:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%177:f32 = load_vector_element %176, 1u
%x_163:f32 = let %177
%179:bool = gt %x_161, %x_163
if %179 [t: $B30] { # if_15
$B30: { # true
store %continue_execution, false
exit_if # if_15
}
}
exit_if # if_14
}
}
continue # -> $B26
}
$B26: { # continuing
%180:i32 = add %x_146, 1i
store %x_147, %180
%181:i32 = load %x_147
store %x_146_phi, %181
next_iteration # -> $B25
}
}
%182:vec3<f32> = load %c
%x_167:vec3<f32> = let %182
%184:vec3<f32> = abs %x_167
%185:vec3<f32> = normalize %184
%x_169:vec3<f32> = let %185
%187:f32 = access %x_169, 0u
%188:f32 = access %x_169, 1u
%189:f32 = access %x_169, 2u
%190:vec4<f32> = construct %187, %188, %189, 1.0f
store %x_GLF_color, %190
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B31: {
store %gl_FragCoord, %gl_FragCoord_param
%193:void = call %main_1
%194:vec4<f32> = load %x_GLF_color
%195:main_out = construct %194
%196:bool = load %continue_execution
%197:bool = eq %196, false
if %197 [t: $B32] { # if_16
$B32: { # true
terminate_invocation
}
}
ret %195
}
}
%tint_mod_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B33: {
%200:bool = eq %rhs, 0i
%201:bool = eq %lhs, -2147483648i
%202:bool = eq %rhs, -1i
%203:bool = and %201, %202
%204:bool = or %200, %203
%205:i32 = select %rhs, 1i, %204
%206:i32 = let %205
%207:i32 = div %lhs, %206
%208:i32 = mul %207, %206
%209:i32 = sub %lhs, %208
ret %209
}
}
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. *
********************************************************************