blob: f3275e4ab263eb2de5b365dd06e0260135d1cdc2 [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
%x_7: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
}
%main_1 = func():void {
$B2: {
%c:ptr<function, vec3<f32>, read_write> = var
%x_51:ptr<function, f32, read_write> = var
%x_55:ptr<function, f32, read_write> = var
%x_56:ptr<function, f32, read_write> = var
%x_81:ptr<function, f32, read_write> = var
%x_82:ptr<function, f32, read_write> = var
%x_118:ptr<function, f32, read_write> = var
%x_119:ptr<function, f32, read_write> = var
%x_55_phi:ptr<function, f32, read_write> = var
%x_58_phi:ptr<function, i32, read_write> = var
%x_81_phi:ptr<function, f32, read_write> = var
%x_82_phi:ptr<function, f32, read_write> = var
%x_83_phi:ptr<function, bool, read_write> = var
%x_85_phi:ptr<function, f32, read_write> = var
%x_122_phi:ptr<function, f32, read_write> = var
%x_129_phi:ptr<function, i32, read_write> = var
store %c, vec3<f32>(7.0f, 8.0f, 9.0f)
%21:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%22:f32 = load_vector_element %21, 0u
%x_47:f32 = let %22
%24:f32 = mul %x_47, 0.125f
%25:f32 = round %24
%x_49:f32 = let %25
%27:f32 = load_vector_element %gl_FragCoord, 0u
store %x_51, %27
switch 0u [c: (default, $B3)] { # switch_1
$B3: { # case
store %x_55_phi, -0.5f
store %x_58_phi, 1i
loop [b: $B4, c: $B5] { # loop_1
$B4: { # body
%x_68:ptr<function, f32, read_write> = var
%x_76:ptr<function, f32, read_write> = var
%x_59:ptr<function, i32, read_write> = var
%x_56_phi:ptr<function, f32, read_write> = var
%32:f32 = load %x_55_phi
store %x_55, %32
%33:i32 = load %x_58_phi
%x_58:i32 = let %33
store %x_81_phi, 0.0f
%35:f32 = load %x_55
store %x_82_phi, %35
store %x_83_phi, false
%36:bool = lt %x_58, 800i
if %36 [t: $B6, f: $B7] { # if_1
$B6: { # true
exit_if # if_1
}
$B7: { # false
exit_loop # loop_1
}
}
%x_75:ptr<function, f32, read_write> = var
%x_76_phi:ptr<function, f32, read_write> = var
%39:i32 = call %tint_mod_i32, %x_58, 32i
%41:bool = eq %39, 0i
if %41 [t: $B8, f: $B9] { # if_2
$B8: { # true
%42:f32 = load %x_55
%43:f32 = add %42, 0.40000000596046447754f
store %x_68, %43
%44:f32 = load %x_68
store %x_56_phi, %44
exit_if # if_2
}
$B9: { # false
%45:f32 = load %x_55
store %x_76_phi, %45
%46:f32 = convert %x_58
%47:f32 = let %46
%48:f32 = round %x_49
%49:f32 = let %48
%50:f32 = convert %x_58
%51:f32 = let %50
%52:f32 = round %x_49
%53:f32 = div %51, %52
%54:f32 = floor %53
%55:f32 = mul %49, %54
%56:f32 = sub %47, %55
%57:bool = lte %56, 0.00999999977648258209f
if %57 [t: $B10] { # if_3
$B10: { # true
%58:f32 = load %x_55
%59:f32 = add %58, 100.0f
store %x_75, %59
%60:f32 = load %x_75
store %x_76_phi, %60
exit_if # if_3
}
}
%61:f32 = load %x_76_phi
store %x_76, %61
%62:f32 = load %x_76
store %x_56_phi, %62
exit_if # if_2
}
}
%63:f32 = load %x_56_phi
store %x_56, %63
%64:f32 = convert %x_58
%65:f32 = load %x_51
%66:bool = gte %64, %65
if %66 [t: $B11] { # if_4
$B11: { # true
%67:f32 = load %x_56
store %x_81_phi, %67
%68:f32 = load %x_56
store %x_82_phi, %68
store %x_83_phi, true
exit_loop # loop_1
}
}
continue # -> $B5
}
$B5: { # continuing
%69:i32 = add %x_58, 1i
store %x_59, %69
%70:f32 = load %x_56
store %x_55_phi, %70
%71:i32 = load %x_59
store %x_58_phi, %71
next_iteration # -> $B4
}
}
%72:f32 = load %x_81_phi
store %x_81, %72
%73:f32 = load %x_82_phi
store %x_82, %73
%74:bool = load %x_83_phi
%x_83:bool = let %74
%76:f32 = load %x_81
store %x_85_phi, %76
if %x_83 [t: $B12] { # if_5
$B12: { # true
exit_switch # switch_1
}
}
%77:f32 = load %x_82
store %x_85_phi, %77
exit_switch # switch_1
}
}
%x_88:ptr<function, f32, read_write> = var
%x_92:ptr<function, f32, read_write> = var
%x_93:ptr<function, f32, read_write> = var
%x_92_phi:ptr<function, f32, read_write> = var
%x_95_phi:ptr<function, i32, read_write> = var
%x_118_phi:ptr<function, f32, read_write> = var
%x_119_phi:ptr<function, f32, read_write> = var
%x_120_phi:ptr<function, bool, read_write> = var
%86:f32 = load %x_85_phi
%x_85:f32 = let %86
store_vector_element %c, 0u, %x_85
%88:f32 = load_vector_element %gl_FragCoord, 1u
store %x_88, %88
switch 0u [c: (default, $B13)] { # switch_2
$B13: { # case
store %x_92_phi, -0.5f
store %x_95_phi, 1i
loop [b: $B14, c: $B15] { # loop_2
$B14: { # body
%x_105:ptr<function, f32, read_write> = var
%x_113:ptr<function, f32, read_write> = var
%x_96:ptr<function, i32, read_write> = var
%x_93_phi:ptr<function, f32, read_write> = var
%93:f32 = load %x_92_phi
store %x_92, %93
%94:i32 = load %x_95_phi
%x_95:i32 = let %94
store %x_118_phi, 0.0f
%96:f32 = load %x_92
store %x_119_phi, %96
store %x_120_phi, false
%97:bool = lt %x_95, 800i
if %97 [t: $B16, f: $B17] { # if_6
$B16: { # true
exit_if # if_6
}
$B17: { # false
exit_loop # loop_2
}
}
%x_112:ptr<function, f32, read_write> = var
%x_113_phi:ptr<function, f32, read_write> = var
%100:i32 = call %tint_mod_i32, %x_95, 32i
%101:bool = eq %100, 0i
if %101 [t: $B18, f: $B19] { # if_7
$B18: { # true
%102:f32 = load %x_92
%103:f32 = add %102, 0.40000000596046447754f
store %x_105, %103
%104:f32 = load %x_105
store %x_93_phi, %104
exit_if # if_7
}
$B19: { # false
%105:f32 = load %x_92
store %x_113_phi, %105
%106:f32 = convert %x_95
%107:f32 = let %106
%108:f32 = round %x_49
%109:f32 = let %108
%110:f32 = convert %x_95
%111:f32 = let %110
%112:f32 = round %x_49
%113:f32 = div %111, %112
%114:f32 = floor %113
%115:f32 = mul %109, %114
%116:f32 = sub %107, %115
%117:bool = lte %116, 0.00999999977648258209f
if %117 [t: $B20] { # if_8
$B20: { # true
%118:f32 = load %x_92
%119:f32 = add %118, 100.0f
store %x_112, %119
%120:f32 = load %x_112
store %x_113_phi, %120
exit_if # if_8
}
}
%121:f32 = load %x_113_phi
store %x_113, %121
%122:f32 = load %x_113
store %x_93_phi, %122
exit_if # if_7
}
}
%123:f32 = load %x_93_phi
store %x_93, %123
%124:f32 = convert %x_95
%125:f32 = load %x_88
%126:bool = gte %124, %125
if %126 [t: $B21] { # if_9
$B21: { # true
%127:f32 = load %x_93
store %x_118_phi, %127
%128:f32 = load %x_93
store %x_119_phi, %128
store %x_120_phi, true
exit_loop # loop_2
}
}
continue # -> $B15
}
$B15: { # continuing
%129:i32 = add %x_95, 1i
store %x_96, %129
%130:f32 = load %x_93
store %x_92_phi, %130
%131:i32 = load %x_96
store %x_95_phi, %131
next_iteration # -> $B14
}
}
%132:f32 = load %x_118_phi
store %x_118, %132
%133:f32 = load %x_119_phi
store %x_119, %133
%134:bool = load %x_120_phi
%x_120:bool = let %134
%136:f32 = load %x_118
store %x_122_phi, %136
if %x_120 [t: $B22] { # if_10
$B22: { # true
exit_switch # switch_2
}
}
%137:f32 = load %x_119
store %x_122_phi, %137
exit_switch # switch_2
}
}
%138:f32 = load %x_122_phi
%x_122:f32 = let %138
store_vector_element %c, 1u, %x_122
%140:f32 = load_vector_element %c, 0u
%x_124:f32 = let %140
%142:f32 = load_vector_element %c, 1u
%x_125:f32 = let %142
%144:f32 = add %x_124, %x_125
store_vector_element %c, 2u, %144
store %x_129_phi, 0i
loop [b: $B23, c: $B24] { # loop_3
$B23: { # body
%x_130:ptr<function, i32, read_write> = var
%146:i32 = load %x_129_phi
%x_129:i32 = let %146
%148:bool = lt %x_129, 3i
if %148 [t: $B25, f: $B26] { # if_11
$B25: { # true
exit_if # if_11
}
$B26: { # false
exit_loop # loop_3
}
}
%149:f32 = load_vector_element %c, %x_129
%x_136:f32 = let %149
%151:bool = gte %x_136, 1.0f
if %151 [t: $B27] { # if_12
$B27: { # true
%152:f32 = load_vector_element %c, %x_129
%x_140:f32 = let %152
%154:f32 = load_vector_element %c, %x_129
%x_141:f32 = let %154
%156:f32 = mul %x_140, %x_141
store_vector_element %c, %x_129, %156
exit_if # if_12
}
}
continue # -> $B24
}
$B24: { # continuing
%157:i32 = add %x_129, 1i
store %x_130, %157
%158:i32 = load %x_130
store %x_129_phi, %158
next_iteration # -> $B23
}
}
%159:vec3<f32> = load %c
%x_143:vec3<f32> = let %159
%161:vec3<f32> = abs %x_143
%162:vec3<f32> = normalize %161
%x_145:vec3<f32> = let %162
%164:f32 = access %x_145, 0u
%165:f32 = access %x_145, 1u
%166:f32 = access %x_145, 2u
%167:vec4<f32> = construct %164, %165, %166, 1.0f
store %x_GLF_color, %167
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B28: {
store %gl_FragCoord, %gl_FragCoord_param
%170:void = call %main_1
%171:vec4<f32> = load %x_GLF_color
%172:main_out = construct %171
ret %172
}
}
%tint_mod_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B29: {
%175:bool = eq %rhs, 0i
%176:bool = eq %lhs, -2147483648i
%177:bool = eq %rhs, -1i
%178:bool = and %176, %177
%179:bool = or %175, %178
%180:i32 = select %rhs, 1i, %179
%181:i32 = let %180
%182:i32 = div %lhs, %181
%183:i32 = mul %182, %181
%184:i32 = sub %lhs, %183
ret %184
}
}
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. *
********************************************************************