blob: 27c5bc42e38522bcf684d073ecae781aa29f766b [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: {
%x_116:ptr<function, vec4<bool>, read_write> = var, vec4<bool>(false)
%10:f32 = load_vector_element %pos, 0u
%11:f32 = load_vector_element %quad, 0u
%12:bool = lt %10, %11
if %12 [t: $B3] { # if_1
$B3: { # true
ret false
}
}
%13:f32 = load_vector_element %pos, 1u
%14:f32 = load_vector_element %quad, 1u
%15:bool = lt %13, %14
if %15 [t: $B4] { # if_2
$B4: { # true
ret false
}
}
%16:f32 = load_vector_element %pos, 0u
%17:f32 = load_vector_element %quad, 0u
%18:f32 = load_vector_element %quad, 2u
%19:f32 = add %17, %18
%20:bool = gt %16, %19
if %20 [t: $B5] { # if_3
$B5: { # true
ret false
}
}
%21:f32 = load_vector_element %pos, 1u
%22:f32 = load_vector_element %quad, 1u
%23:f32 = load_vector_element %quad, 3u
%24:f32 = add %22, %23
%25:bool = gt %21, %24
if %25 [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
%36:i32 = load %i
%37:bool = lt %36, 8i
if %37 [t: $B10, f: $B11] { # if_5
$B10: { # true
exit_if # if_5
}
$B11: { # false
exit_loop # loop_1
}
}
%38:i32 = load %i
%x_159:i32 = let %38
%40:vec2<f32> = load %pos_1
store %param, %40
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))
%41:ptr<function, vec4<f32>, read_write> = access %indexable, %x_159
%42:vec4<f32> = load %41
store %param_1, %42
%43:bool = call %collision_vf2_vf4_, %param, %param_1
%x_163:bool = let %43
if %x_163 [t: $B12] { # if_6
$B12: { # true
%45:i32 = load %i
%x_166:i32 = let %45
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))
%47:ptr<function, vec4<f32>, read_write> = access %indexable_1, %x_166
%48:f32 = load_vector_element %47, 0u
%x_168:f32 = let %48
%50:i32 = load %i
%x_170:i32 = let %50
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))
%52:ptr<function, vec4<f32>, read_write> = access %indexable_2, %x_170
%53:f32 = load_vector_element %52, 1u
%x_172:f32 = let %53
%55:i32 = load %i
%x_175:i32 = let %55
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))
%57:i32 = call %tint_f32_to_i32, %x_168
%59:i32 = let %57
%60:i32 = call %tint_f32_to_i32, %x_172
%61:i32 = mul %59, %60
%62:i32 = mul %x_175, 9i
%63:i32 = add %61, %62
%64:i32 = add %63, 11i
%65:i32 = call %tint_mod_i32, %64, 16i
%67:ptr<function, vec4<f32>, read_write> = access %indexable_3, %65
%68:vec4<f32> = load %67
store %res, %68
exit_if # if_6
}
}
continue # -> $B9
}
$B9: { # continuing
%69:i32 = load %i
%70:i32 = add %69, 1i
store %i, %70
next_iteration # -> $B8
}
}
%71:vec4<f32> = load %res
%x_184:vec4<f32> = let %71
ret %x_184
}
}
%main_1 = func():void {
$B13: {
%lin:ptr<function, vec2<f32>, read_write> = var
%param_2:ptr<function, vec2<f32>, read_write> = var
%76:vec4<f32> = load %gl_FragCoord
%77:vec2<f32> = swizzle %76, xy
%78:ptr<uniform, vec2<f32>, read> = access %x_20, 0u
%79:vec2<f32> = load %78
%80:vec2<f32> = div %77, %79
store %lin, %80
%81:vec2<f32> = load %lin
%82:vec2<f32> = mul %81, 32.0f
%83:vec2<f32> = floor %82
store %lin, %83
%84:vec2<f32> = load %lin
store %param_2, %84
%85:vec4<f32> = call %match_vf2_, %param_2
%x_114:vec4<f32> = let %85
store %x_GLF_color, %x_114
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B14: {
store %gl_FragCoord, %gl_FragCoord_param
%89:void = call %main_1
%90:vec4<f32> = load %x_GLF_color
%91:main_out = construct %90
ret %91
}
}
%tint_mod_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B15: {
%94:bool = eq %rhs, 0i
%95:bool = eq %lhs, -2147483648i
%96:bool = eq %rhs, -1i
%97:bool = and %95, %96
%98:bool = or %94, %97
%99:i32 = select %rhs, 1i, %98
%100:i32 = let %99
%101:i32 = div %lhs, %100
%102:i32 = mul %101, %100
%103:i32 = sub %lhs, %102
ret %103
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B16: {
%105:i32 = convert %value
%106:bool = gte %value, -2147483648.0f
%107:i32 = select -2147483648i, %105, %106
%108:bool = lte %value, 2147483520.0f
%109:i32 = select 2147483647i, %107, %108
ret %109
}
}
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. *
********************************************************************