blob: fc1225331954ec5b92f902ff9fa0c8a5e0531dfb [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(8) {
injectionSwitch:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%data:ptr<private, array<i32, 10>, read_write> = var
%temp:ptr<private, array<i32, 10>, read_write> = var
%x_28: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
}
%merge_i1_i1_i1_ = func(%f:ptr<function, i32, read_write>, %mid:ptr<function, i32, read_write>, %to:ptr<function, i32, read_write>):void {
$B2: {
%k:ptr<function, i32, read_write> = var
%i:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%15:i32 = load %f
store %k, %15
%16:i32 = load %f
store %i, %16
%17:i32 = load %mid
%18:i32 = add %17, 1i
store %j, %18
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%19:i32 = load %i
%20:i32 = load %mid
%21:bool = lte %19, %20
%22:i32 = load %j
%23:i32 = load %to
%24:bool = lte %22, %23
%25:bool = and %21, %24
if %25 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%26:i32 = load %i
%27:ptr<private, i32, read_write> = access %data, %26
%28:i32 = load %27
%29:i32 = load %j
%30:ptr<private, i32, read_write> = access %data, %29
%31:i32 = load %30
%32:bool = lt %28, %31
if %32 [t: $B7, f: $B8] { # if_2
$B7: { # true
%33:i32 = load %k
%x_329:i32 = let %33
%35:i32 = load %k
%36:i32 = add %35, 1i
store %k, %36
%37:i32 = load %i
%x_331:i32 = let %37
%39:i32 = load %i
%40:i32 = add %39, 1i
store %i, %40
%41:ptr<private, i32, read_write> = access %temp, %x_329
%42:ptr<private, i32, read_write> = access %data, %x_331
%43:i32 = load %42
store %41, %43
exit_if # if_2
}
$B8: { # false
%44:i32 = load %k
%x_336:i32 = let %44
%46:i32 = load %k
%47:i32 = add %46, 1i
store %k, %47
%48:i32 = load %j
%x_338:i32 = let %48
%50:i32 = load %j
%51:i32 = add %50, 1i
store %j, %51
%52:ptr<private, i32, read_write> = access %temp, %x_336
%53:ptr<private, i32, read_write> = access %data, %x_338
%54:i32 = load %53
store %52, %54
exit_if # if_2
}
}
continue # -> $B4
}
$B4: { # continuing
next_iteration # -> $B3
}
}
loop [b: $B9, c: $B10] { # loop_2
$B9: { # body
%55:i32 = load %i
%56:bool = lt %55, 10i
%57:i32 = load %i
%58:i32 = load %mid
%59:bool = lte %57, %58
%60:bool = and %56, %59
if %60 [t: $B11, f: $B12] { # if_3
$B11: { # true
exit_if # if_3
}
$B12: { # false
exit_loop # loop_2
}
}
%61:i32 = load %k
%x_354:i32 = let %61
%63:i32 = load %k
%64:i32 = add %63, 1i
store %k, %64
%65:i32 = load %i
%x_356:i32 = let %65
%67:i32 = load %i
%68:i32 = add %67, 1i
store %i, %68
%69:ptr<private, i32, read_write> = access %temp, %x_354
%70:ptr<private, i32, read_write> = access %data, %x_356
%71:i32 = load %70
store %69, %71
continue # -> $B10
}
$B10: { # continuing
next_iteration # -> $B9
}
}
%72:i32 = load %f
store %i_1, %72
loop [b: $B13, c: $B14] { # loop_3
$B13: { # body
%73:i32 = load %i_1
%74:i32 = load %to
%75:bool = lte %73, %74
if %75 [t: $B15, f: $B16] { # if_4
$B15: { # true
exit_if # if_4
}
$B16: { # false
exit_loop # loop_3
}
}
%76:i32 = load %i_1
%x_370:i32 = let %76
%78:ptr<private, i32, read_write> = access %data, %x_370
%79:i32 = load %i_1
%80:ptr<private, i32, read_write> = access %temp, %79
%81:i32 = load %80
store %78, %81
continue # -> $B14
}
$B14: { # continuing
%82:i32 = load %i_1
%83:i32 = add %82, 1i
store %i_1, %83
next_iteration # -> $B13
}
}
ret
}
}
%main_1 = func():void {
$B17: {
%x_85:ptr<function, i32, read_write> = var
%x_86:ptr<function, i32, read_write> = var
%x_87:ptr<function, i32, read_write> = var
%x_88:ptr<function, i32, read_write> = var
%x_89:ptr<function, i32, read_write> = var
%x_90:ptr<function, i32, read_write> = var
%x_91:ptr<function, i32, read_write> = var
%x_92:ptr<function, i32, read_write> = var
%x_93:ptr<function, i32, read_write> = var
%x_94:ptr<function, i32, read_write> = var
%i_3:ptr<function, i32, read_write> = var
%j_1:ptr<function, i32, read_write> = var
%grey:ptr<function, f32, read_write> = var
%98:ptr<uniform, vec2<f32>, read> = access %x_28, 0u
%99:f32 = load_vector_element %98, 0u
%100:i32 = call %tint_f32_to_i32, %99
store %i_3, %100
loop [b: $B18, c: $B19] { # loop_4
$B18: { # body
%102:i32 = load %i_3
%x_102:i32 = let %102
switch %x_102 [c: (9i, $B20), c: (8i, $B21), c: (7i, $B22), c: (6i, $B23), c: (5i, $B24), c: (4i, $B25), c: (3i, $B26), c: (2i, $B27), c: (1i, $B28), c: (0i, $B29), c: (default, $B30)] { # switch_1
$B20: { # case
%104:i32 = load %i_3
%x_132:i32 = let %104
%106:ptr<private, i32, read_write> = access %data, %x_132
store %106, -5i
exit_switch # switch_1
}
$B21: { # case
%107:i32 = load %i_3
%x_130:i32 = let %107
%109:ptr<private, i32, read_write> = access %data, %x_130
store %109, -4i
exit_switch # switch_1
}
$B22: { # case
%110:i32 = load %i_3
%x_128:i32 = let %110
%112:ptr<private, i32, read_write> = access %data, %x_128
store %112, -3i
exit_switch # switch_1
}
$B23: { # case
%113:i32 = load %i_3
%x_126:i32 = let %113
%115:ptr<private, i32, read_write> = access %data, %x_126
store %115, -2i
exit_switch # switch_1
}
$B24: { # case
%116:i32 = load %i_3
%x_124:i32 = let %116
%118:ptr<private, i32, read_write> = access %data, %x_124
store %118, -1i
exit_switch # switch_1
}
$B25: { # case
%119:i32 = load %i_3
%x_122:i32 = let %119
%121:ptr<private, i32, read_write> = access %data, %x_122
store %121, 0i
exit_switch # switch_1
}
$B26: { # case
%122:i32 = load %i_3
%x_120:i32 = let %122
%124:ptr<private, i32, read_write> = access %data, %x_120
store %124, 1i
exit_switch # switch_1
}
$B27: { # case
%125:i32 = load %i_3
%x_118:i32 = let %125
%127:ptr<private, i32, read_write> = access %data, %x_118
store %127, 2i
exit_switch # switch_1
}
$B28: { # case
%128:i32 = load %i_3
%x_116:i32 = let %128
%130:ptr<private, i32, read_write> = access %data, %x_116
store %130, 3i
exit_switch # switch_1
}
$B29: { # case
%131:i32 = load %i_3
%x_114:i32 = let %131
%133:ptr<private, i32, read_write> = access %data, %x_114
store %133, 4i
exit_switch # switch_1
}
$B30: { # case
exit_switch # switch_1
}
}
%134:i32 = load %i_3
%135:i32 = add %134, 1i
store %i_3, %135
continue # -> $B19
}
$B19: { # continuing
%136:i32 = load %i_3
%x_136:i32 = let %136
%138:bool = lt %x_136, 10i
%139:bool = eq %138, false
break_if %139 # -> [t: exit_loop loop_4, f: $B18]
}
}
store %j_1, 0i
loop [b: $B31, c: $B32] { # loop_5
$B31: { # body
%140:i32 = load %j_1
%141:bool = lt %140, 10i
if %141 [t: $B33, f: $B34] { # if_5
$B33: { # true
exit_if # if_5
}
$B34: { # false
exit_loop # loop_5
}
}
%142:i32 = load %j_1
%x_145:i32 = let %142
%144:ptr<private, i32, read_write> = access %temp, %x_145
%145:i32 = load %j_1
%146:ptr<private, i32, read_write> = access %data, %145
%147:i32 = load %146
store %144, %147
continue # -> $B32
}
$B32: { # continuing
%148:i32 = load %j_1
%149:i32 = add %148, 1i
store %j_1, %149
next_iteration # -> $B31
}
}
store %x_94, 0i
store %x_93, 9i
store %x_92, 1i
loop [b: $B35, c: $B36] { # loop_6
$B35: { # body
%150:i32 = load %x_92
%151:i32 = load %x_93
%152:bool = lte %150, %151
if %152 [t: $B37, f: $B38] { # if_6
$B37: { # true
exit_if # if_6
}
$B38: { # false
exit_loop # loop_6
}
}
%153:i32 = load %x_94
store %x_91, %153
loop [b: $B39, c: $B40] { # loop_7
$B39: { # body
%154:i32 = load %x_91
%155:i32 = load %x_93
%156:bool = lt %154, %155
if %156 [t: $B41, f: $B42] { # if_7
$B41: { # true
exit_if # if_7
}
$B42: { # false
exit_loop # loop_7
}
}
%157:i32 = load %x_91
store %x_90, %157
%158:i32 = load %x_91
%x_170:i32 = let %158
%160:i32 = load %x_92
%x_171:i32 = let %160
%162:array<i32, 10> = load %data
%x_173:array<i32, 10> = let %162
store %data, array<i32, 10>(0i)
store %data, %x_173
%164:i32 = add %x_170, %x_171
%165:i32 = sub %164, 1i
store %x_89, %165
%166:i32 = load %x_91
%167:i32 = load %x_92
%168:i32 = mul 2i, %167
%169:i32 = add %166, %168
%170:i32 = sub %169, 1i
%171:i32 = load %x_93
%172:i32 = min %170, %171
store %x_88, %172
%173:i32 = load %x_90
store %x_87, %173
%174:i32 = load %x_89
store %x_86, %174
%175:i32 = load %x_88
store %x_85, %175
%176:void = call %merge_i1_i1_i1_, %x_87, %x_86, %x_85
continue # -> $B40
}
$B40: { # continuing
%177:i32 = load %x_91
%178:i32 = load %x_92
%179:i32 = mul 2i, %178
%180:i32 = add %177, %179
store %x_91, %180
next_iteration # -> $B39
}
}
continue # -> $B36
}
$B36: { # continuing
%181:i32 = load %x_92
%182:i32 = mul 2i, %181
store %x_92, %182
next_iteration # -> $B35
}
}
%183:f32 = load_vector_element %gl_FragCoord, 1u
%184:i32 = call %tint_f32_to_i32, %183
%185:bool = lt %184, 30i
if %185 [t: $B43, f: $B44] { # if_8
$B43: { # true
%186:ptr<private, i32, read_write> = access %data, 0i
%187:i32 = load %186
%188:f32 = convert %187
%189:f32 = div %188, 10.0f
%190:f32 = add 0.5f, %189
store %grey, %190
exit_if # if_8
}
$B44: { # false
%191:f32 = load_vector_element %gl_FragCoord, 1u
%192:i32 = call %tint_f32_to_i32, %191
%193:bool = lt %192, 60i
if %193 [t: $B45, f: $B46] { # if_9
$B45: { # true
%194:ptr<private, i32, read_write> = access %data, 1i
%195:i32 = load %194
%196:f32 = convert %195
%197:f32 = div %196, 10.0f
%198:f32 = add 0.5f, %197
store %grey, %198
exit_if # if_9
}
$B46: { # false
%199:f32 = load_vector_element %gl_FragCoord, 1u
%200:i32 = call %tint_f32_to_i32, %199
%201:bool = lt %200, 90i
if %201 [t: $B47, f: $B48] { # if_10
$B47: { # true
%202:ptr<private, i32, read_write> = access %data, 2i
%203:i32 = load %202
%204:f32 = convert %203
%205:f32 = div %204, 10.0f
%206:f32 = add 0.5f, %205
store %grey, %206
exit_if # if_10
}
$B48: { # false
%207:f32 = load_vector_element %gl_FragCoord, 1u
%208:i32 = call %tint_f32_to_i32, %207
%209:bool = lt %208, 120i
if %209 [t: $B49, f: $B50] { # if_11
$B49: { # true
%210:ptr<private, i32, read_write> = access %data, 3i
%211:i32 = load %210
%212:f32 = convert %211
%213:f32 = div %212, 10.0f
%214:f32 = add 0.5f, %213
store %grey, %214
exit_if # if_11
}
$B50: { # false
%215:f32 = load_vector_element %gl_FragCoord, 1u
%216:i32 = call %tint_f32_to_i32, %215
%217:bool = lt %216, 150i
if %217 [t: $B51, f: $B52] { # if_12
$B51: { # true
store %continue_execution, false
exit_if # if_12
}
$B52: { # false
%218:f32 = load_vector_element %gl_FragCoord, 1u
%219:i32 = call %tint_f32_to_i32, %218
%220:bool = lt %219, 180i
if %220 [t: $B53, f: $B54] { # if_13
$B53: { # true
%221:ptr<private, i32, read_write> = access %data, 5i
%222:i32 = load %221
%223:f32 = convert %222
%224:f32 = div %223, 10.0f
%225:f32 = add 0.5f, %224
store %grey, %225
exit_if # if_13
}
$B54: { # false
%226:f32 = load_vector_element %gl_FragCoord, 1u
%227:i32 = call %tint_f32_to_i32, %226
%228:bool = lt %227, 210i
if %228 [t: $B55, f: $B56] { # if_14
$B55: { # true
%229:ptr<private, i32, read_write> = access %data, 6i
%230:i32 = load %229
%231:f32 = convert %230
%232:f32 = div %231, 10.0f
%233:f32 = add 0.5f, %232
store %grey, %233
exit_if # if_14
}
$B56: { # false
%234:f32 = load_vector_element %gl_FragCoord, 1u
%235:i32 = call %tint_f32_to_i32, %234
%236:bool = lt %235, 240i
if %236 [t: $B57, f: $B58] { # if_15
$B57: { # true
%237:ptr<private, i32, read_write> = access %data, 7i
%238:i32 = load %237
%239:f32 = convert %238
%240:f32 = div %239, 10.0f
%241:f32 = add 0.5f, %240
store %grey, %241
exit_if # if_15
}
$B58: { # false
%242:f32 = load_vector_element %gl_FragCoord, 1u
%243:i32 = call %tint_f32_to_i32, %242
%244:bool = lt %243, 270i
if %244 [t: $B59, f: $B60] { # if_16
$B59: { # true
%245:ptr<private, i32, read_write> = access %data, 8i
%246:i32 = load %245
%247:f32 = convert %246
%248:f32 = div %247, 10.0f
%249:f32 = add 0.5f, %248
store %grey, %249
exit_if # if_16
}
$B60: { # false
store %continue_execution, false
exit_if # if_16
}
}
exit_if # if_15
}
}
exit_if # if_14
}
}
exit_if # if_13
}
}
exit_if # if_12
}
}
exit_if # if_11
}
}
exit_if # if_10
}
}
exit_if # if_9
}
}
exit_if # if_8
}
}
%250:f32 = load %grey
%251:vec3<f32> = construct %250
%x_297:vec3<f32> = let %251
%253:f32 = access %x_297, 0u
%254:f32 = access %x_297, 1u
%255:f32 = access %x_297, 2u
%256:vec4<f32> = construct %253, %254, %255, 1.0f
store %x_GLF_color, %256
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B61: {
store %gl_FragCoord, %gl_FragCoord_param
%259:void = call %main_1
%260:vec4<f32> = load %x_GLF_color
%261:main_out = construct %260
%262:bool = load %continue_execution
%263:bool = eq %262, false
if %263 [t: $B62] { # if_17
$B62: { # true
terminate_invocation
}
}
ret %261
}
}
%mergeSort_ = func():void {
$B63: {
%low:ptr<function, i32, read_write> = var
%high:ptr<function, i32, read_write> = var
%m:ptr<function, i32, read_write> = var
%i_2:ptr<function, i32, read_write> = var
%f_1:ptr<function, i32, read_write> = var
%mid_1:ptr<function, i32, read_write> = var
%to_1:ptr<function, i32, read_write> = var
%param:ptr<function, i32, read_write> = var
%param_1:ptr<function, i32, read_write> = var
%param_2:ptr<function, i32, read_write> = var
store %low, 0i
store %high, 9i
store %m, 1i
loop [b: $B64, c: $B65] { # loop_8
$B64: { # body
%275:i32 = load %m
%276:i32 = load %high
%277:bool = lte %275, %276
if %277 [t: $B66, f: $B67] { # if_18
$B66: { # true
exit_if # if_18
}
$B67: { # false
exit_loop # loop_8
}
}
%278:i32 = load %low
store %i_2, %278
loop [b: $B68, c: $B69] { # loop_9
$B68: { # body
%279:i32 = load %i_2
%280:i32 = load %high
%281:bool = lt %279, %280
if %281 [t: $B70, f: $B71] { # if_19
$B70: { # true
exit_if # if_19
}
$B71: { # false
exit_loop # loop_9
}
}
%282:i32 = load %i_2
store %f_1, %282
%283:i32 = load %i_2
%284:i32 = load %m
%285:i32 = add %283, %284
%286:i32 = sub %285, 1i
store %mid_1, %286
%287:i32 = load %i_2
%288:i32 = load %m
%289:i32 = mul 2i, %288
%290:i32 = add %287, %289
%291:i32 = sub %290, 1i
%292:i32 = load %high
%293:i32 = min %291, %292
store %to_1, %293
%294:i32 = load %f_1
store %param, %294
%295:i32 = load %mid_1
store %param_1, %295
%296:i32 = load %to_1
store %param_2, %296
%297:void = call %merge_i1_i1_i1_, %param, %param_1, %param_2
continue # -> $B69
}
$B69: { # continuing
%298:i32 = load %i_2
%299:i32 = load %m
%300:i32 = mul 2i, %299
%301:i32 = add %298, %300
store %i_2, %301
next_iteration # -> $B68
}
}
continue # -> $B65
}
$B65: { # continuing
%302:i32 = load %m
%303:i32 = mul 2i, %302
store %m, %303
next_iteration # -> $B64
}
}
ret
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B72: {
%305:i32 = convert %value
%306:bool = gte %value, -2147483648.0f
%307:i32 = select -2147483648i, %305, %306
%308:bool = lte %value, 2147483520.0f
%309:i32 = select 2147483647i, %307, %308
ret %309
}
}
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. *
********************************************************************