blob: 2168e8f7fcc8a7aaebafbc15af64c1af7e2e981e [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_6:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%main_1 = func():void {
$B2: {
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_71:ptr<function, i32, read_write> = var
%x_74:ptr<function, i32, read_write> = var
%8:vec4<f32> = load %gl_FragCoord
%x_54:vec4<f32> = let %8
%10:vec4<f32> = load %gl_FragCoord
%11:vec2<f32> = swizzle %10, xy
%x_55:vec2<f32> = let %11
%13:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%14:vec2<f32> = load %13
%15:vec2<f32> = div %x_55, %14
%16:vec2<f32> = mul %15, 8.0f
%x_61:vec2<f32> = let %16
%18:vec2<f32> = floor %x_61
%x_62:vec2<f32> = let %18
%20:f32 = access %x_62, 0u
%21:i32 = call %tint_f32_to_i32, %20
%23:i32 = mul %21, 8i
%24:i32 = let %23
%25:f32 = access %x_62, 1u
%26:i32 = call %tint_f32_to_i32, %25
%27:i32 = add %24, %26
%x_69:i32 = let %27
store %x_71, 0i
store %x_74, %x_69
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_85:ptr<function, i32, read_write> = var
%x_86:ptr<function, i32, read_write> = var
%x_75:ptr<function, i32, read_write> = var
%32:i32 = load %x_74
%33:bool = gt %32, 1i
if %33 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%34:i32 = load %x_74
%35:i32 = and %34, 1i
%36:bool = eq %35, 1i
if %36 [t: $B7, f: $B8] { # if_2
$B7: { # true
%37:i32 = load %x_74
%38:i32 = mul 3i, %37
%39:i32 = add %38, 1i
store %x_85, %39
%40:i32 = load %x_85
store %x_75, %40
exit_if # if_2
}
$B8: { # false
%41:i32 = load %x_74
%42:i32 = call %tint_div_i32, %41, 2i
store %x_86, %42
%44:i32 = load %x_86
store %x_75, %44
exit_if # if_2
}
}
continue # -> $B4
}
$B4: { # continuing
%45:i32 = load %x_71
%46:i32 = add %45, 1i
store %x_71, %46
%47:i32 = load %x_75
store %x_74, %47
next_iteration # -> $B3
}
}
store %indexable, 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))
%48:array<vec4<f32>, 16> = load %indexable
%x_88:array<vec4<f32>, 16> = let %48
store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f))
store %indexable, %x_88
%50:array<vec4<f32>, 16> = construct vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), %x_54, vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
%51:vec4<f32> = access %50, 1u
%x_89:vec4<f32> = let %51
%53:vec4<f32> = construct 0.0f, 8.0f, %x_55
%54:vec4<f32> = let %53
%55:vec4<f32> = construct %x_61, 0.5f, 1.0f
%56:array<vec4<f32>, 16> = construct vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), %54, vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), %55
%x_90:array<vec4<f32>, 16> = let %56
%58:i32 = load %x_71
%59:i32 = call %tint_mod_i32, %58, 16i
%61:ptr<function, vec4<f32>, read_write> = access %indexable, %59
%62:vec4<f32> = load %61
store %x_GLF_color, %62
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B9: {
store %gl_FragCoord, %gl_FragCoord_param
%65:void = call %main_1
%66:vec4<f32> = load %x_GLF_color
%67:main_out = construct %66
ret %67
}
}
%tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B10: {
%70:bool = eq %rhs, 0i
%71:bool = eq %lhs, -2147483648i
%72:bool = eq %rhs, -1i
%73:bool = and %71, %72
%74:bool = or %70, %73
%75:i32 = select %rhs, 1i, %74
%76:i32 = div %lhs, %75
ret %76
}
}
%tint_mod_i32 = func(%lhs_1:i32, %rhs_1:i32):i32 { # %lhs_1: 'lhs', %rhs_1: 'rhs'
$B11: {
%79:bool = eq %rhs_1, 0i
%80:bool = eq %lhs_1, -2147483648i
%81:bool = eq %rhs_1, -1i
%82:bool = and %80, %81
%83:bool = or %79, %82
%84:i32 = select %rhs_1, 1i, %83
%85:i32 = let %84
%86:i32 = div %lhs_1, %85
%87:i32 = mul %86, %85
%88:i32 = sub %lhs_1, %87
ret %88
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B12: {
%90:i32 = convert %value
%91:bool = gte %value, -2147483648.0f
%92:i32 = select -2147483648i, %90, %91
%93:bool = lte %value, 2147483520.0f
%94:i32 = select 2147483647i, %92, %93
ret %94
}
}
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. *
********************************************************************