blob: fbd62cdd540d529bf07406e417ab289cff12346c [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_20:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
%index:ptr<private, i32, read_write> = var
%state:ptr<private, array<i32, 16>, read_write> = var
}
%collision_vf2_vf4_ = func(%pos:ptr<function, vec2<f32>, read_write>, %quad:ptr<function, vec4<f32>, read_write>):bool {
$B2: {
%9:f32 = load_vector_element %pos, 0u
%x_114:f32 = let %9
%11:f32 = load_vector_element %quad, 0u
%x_116:f32 = let %11
%13:bool = lt %x_114, %x_116
if %13 [t: $B3] { # if_1
$B3: { # true
ret false
}
}
%14:f32 = load_vector_element %pos, 1u
%x_121:f32 = let %14
%16:f32 = load_vector_element %quad, 1u
%x_123:f32 = let %16
%18:bool = lt %x_121, %x_123
if %18 [t: $B4] { # if_2
$B4: { # true
ret false
}
}
%19:f32 = load_vector_element %pos, 0u
%x_128:f32 = let %19
%21:f32 = load_vector_element %quad, 0u
%x_130:f32 = let %21
%23:f32 = load_vector_element %quad, 2u
%x_132:f32 = let %23
%25:f32 = add %x_130, %x_132
%26:bool = gt %x_128, %25
if %26 [t: $B5] { # if_3
$B5: { # true
ret false
}
}
%27:f32 = load_vector_element %pos, 1u
%x_138:f32 = let %27
%29:f32 = load_vector_element %quad, 1u
%x_140:f32 = let %29
%31:f32 = load_vector_element %quad, 3u
%x_142:f32 = let %31
%33:f32 = add %x_140, %x_142
%34:bool = gt %x_138, %33
if %34 [t: $B6] { # if_4
$B6: { # true
ret false
}
}
ret true
}
}
%match_vf2_ = func(%pos_1:ptr<function, vec2<f32>, read_write>):vec4<f32> {
$B7: {
%res:ptr<function, vec4<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%param:ptr<function, vec2<f32>, read_write> = var
%param_1:ptr<function, vec4<f32>, read_write> = var
%indexable:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_1:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_2:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_3:ptr<function, array<vec4<f32>, 16>, read_write> = var
store %res, vec4<f32>(0.5f, 0.5f, 1.0f, 1.0f)
store %i, 0i
loop [b: $B8, c: $B9] { # loop_1
$B8: { # body
%45:i32 = load %i
%x_152:i32 = let %45
%47:bool = lt %x_152, 8i
if %47 [t: $B10, f: $B11] { # if_5
$B10: { # true
exit_if # if_5
}
$B11: { # false
exit_loop # loop_1
}
}
%48:i32 = load %i
%x_155:i32 = let %48
%50:vec2<f32> = load %pos_1
%x_156:vec2<f32> = let %50
store %param, %x_156
store %indexable, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%52:ptr<function, vec4<f32>, read_write> = access %indexable, %x_155
%53:vec4<f32> = load %52
%x_158:vec4<f32> = let %53
store %param_1, %x_158
%55:bool = call %collision_vf2_vf4_, %param, %param_1
%x_159:bool = let %55
if %x_159 [t: $B12] { # if_6
$B12: { # true
%57:i32 = load %i
%x_162:i32 = let %57
store %indexable_1, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%59:ptr<function, vec4<f32>, read_write> = access %indexable_1, %x_162
%60:f32 = load_vector_element %59, 0u
%x_164:f32 = let %60
%62:i32 = load %i
%x_166:i32 = let %62
store %indexable_2, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%64:ptr<function, vec4<f32>, read_write> = access %indexable_2, %x_166
%65:f32 = load_vector_element %64, 1u
%x_168:f32 = let %65
%67:i32 = load %i
%x_171:i32 = let %67
store %indexable_3, 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))
%69:i32 = call %tint_f32_to_i32, %x_164
%71:i32 = let %69
%72:i32 = call %tint_f32_to_i32, %x_168
%73:i32 = mul %71, %72
%74:i32 = mul %x_171, 9i
%75:i32 = add %73, %74
%76:i32 = add %75, 11i
%77:i32 = call %tint_mod_i32, %76, 16i
%79:ptr<function, vec4<f32>, read_write> = access %indexable_3, %77
%80:vec4<f32> = load %79
%x_177:vec4<f32> = let %80
store %res, %x_177
exit_if # if_6
}
}
continue # -> $B9
}
$B9: { # continuing
%82:i32 = load %i
%x_178:i32 = let %82
%84:i32 = add %x_178, 1i
store %i, %84
next_iteration # -> $B8
}
}
%85:vec4<f32> = load %res
%x_180:vec4<f32> = let %85
ret %x_180
}
}
%main_1 = func():void {
$B13: {
%lin:ptr<function, vec2<f32>, read_write> = var
%param_2:ptr<function, vec2<f32>, read_write> = var
%90:vec4<f32> = load %gl_FragCoord
%x_102:vec4<f32> = let %90
%92:ptr<uniform, vec2<f32>, read> = access %x_20, 0u
%93:vec2<f32> = load %92
%x_105:vec2<f32> = let %93
%95:f32 = access %x_102, 0u
%96:f32 = access %x_102, 1u
%97:vec2<f32> = construct %95, %96
%98:vec2<f32> = div %97, %x_105
store %lin, %98
%99:vec2<f32> = load %lin
%x_107:vec2<f32> = let %99
%101:vec2<f32> = mul %x_107, 32.0f
%102:vec2<f32> = floor %101
store %lin, %102
%103:vec2<f32> = load %lin
%x_110:vec2<f32> = let %103
store %param_2, %x_110
%105:vec4<f32> = call %match_vf2_, %param_2
%x_111:vec4<f32> = let %105
store %x_GLF_color, %x_111
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B14: {
store %gl_FragCoord, %gl_FragCoord_param
%109:void = call %main_1
%110:vec4<f32> = load %x_GLF_color
%111:main_out = construct %110
ret %111
}
}
%tint_mod_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B15: {
%114:bool = eq %rhs, 0i
%115:bool = eq %lhs, -2147483648i
%116:bool = eq %rhs, -1i
%117:bool = and %115, %116
%118:bool = or %114, %117
%119:i32 = select %rhs, 1i, %118
%120:i32 = let %119
%121:i32 = div %lhs, %120
%122:i32 = mul %121, %120
%123:i32 = sub %lhs, %122
ret %123
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B16: {
%125:i32 = convert %value
%126:bool = gte %value, -2147483648.0f
%127:i32 = select -2147483648i, %125, %126
%128:bool = lte %value, 2147483520.0f
%129:i32 = select 2147483647i, %127, %128
ret %129
}
}
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. *
********************************************************************