blob: 37f898be23cf45ed3a3235692449471c239eb0a5 [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_77:ptr<function, vec2<i32>, read_write> = var
%x_110:ptr<function, vec2<i32>, read_write> = var
%x_116:ptr<function, i32, read_write> = var
%x_77_phi:ptr<function, vec2<i32>, read_write> = var
%x_80_phi:ptr<function, i32, read_write> = var
%x_111_phi:ptr<function, vec2<i32>, read_write> = var
%x_113_phi:ptr<function, vec2<i32>, read_write> = var
%13:vec4<f32> = load %gl_FragCoord
%x_56:vec4<f32> = let %13
%15:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%16:vec2<f32> = load %15
%x_59:vec2<f32> = let %16
%18:f32 = access %x_56, 0u
%19:f32 = access %x_56, 1u
%20:vec2<f32> = construct %18, %19
%21:vec2<f32> = div %20, %x_59
%x_60:vec2<f32> = let %21
%23:f32 = access %x_60, 0u
%24:f32 = mul %23, 8.0f
%25:i32 = call %tint_f32_to_i32, %24
%x_63:i32 = let %25
%28:f32 = access %x_60, 1u
%29:f32 = mul %28, 8.0f
%30:i32 = call %tint_f32_to_i32, %29
%x_66:i32 = let %30
%32:i32 = and %x_63, 5i
%33:i32 = and %x_66, 10i
%34:i32 = or %32, %33
%35:i32 = mul %34, 8i
%36:i32 = and %x_66, 5i
%37:i32 = and %x_63, 10i
%38:i32 = or %36, %37
%39:i32 = add %35, %38
%40:vec2<i32> = construct %39, 0i
%x_75:vec2<i32> = let %40
store %x_77_phi, %x_75
store %x_80_phi, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_91:ptr<function, vec2<i32>, read_write> = var
%x_99:ptr<function, vec2<i32>, read_write> = var
%x_81:ptr<function, i32, read_write> = var
%x_92_phi:ptr<function, vec2<i32>, read_write> = var
%x_100_phi:ptr<function, vec2<i32>, read_write> = var
%47:vec2<i32> = load %x_77_phi
store %x_77, %47
%48:i32 = load %x_80_phi
%x_80:i32 = let %48
%50:bool = lt %x_80, 100i
if %50 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
%51:vec2<i32> = load %x_77
store %x_92_phi, %51
%52:i32 = load_vector_element %x_77, 0u
%53:bool = gt %52, 0i
if %53 [t: $B7] { # if_2
$B7: { # true
%54:vec2<i32> = load %x_77
store %x_91, %54
%55:i32 = load_vector_element %x_77, 1u
%56:i32 = sub %55, 1i
store_vector_element %x_91, 1u, %56
%57:vec2<i32> = load %x_91
store %x_92_phi, %57
exit_if # if_2
}
}
%58:vec2<i32> = load %x_92_phi
%x_92:vec2<i32> = let %58
store %x_100_phi, %x_92
%60:i32 = access %x_92, 0u
%61:bool = lt %60, 0i
if %61 [t: $B8] { # if_3
$B8: { # true
store %x_99, %x_92
%62:i32 = access %x_92, 1u
%63:i32 = add %62, 1i
store_vector_element %x_99, 1u, %63
%64:vec2<i32> = load %x_99
store %x_100_phi, %64
exit_if # if_3
}
}
%65:vec2<i32> = load %x_100_phi
%x_100:vec2<i32> = let %65
%x_78_1:ptr<function, vec2<i32>, read_write> = var, %x_100
%68:i32 = access %x_100, 0u
%69:i32 = access %x_100, 1u
%70:i32 = call %tint_div_i32, %69, 2i
%72:i32 = add %68, %70
store_vector_element %x_78_1, 0u, %72
%73:vec2<i32> = load %x_78_1
%x_78:vec2<i32> = let %73
continue # -> $B4
}
$B4: { # continuing
%75:i32 = add %x_80, 1i
store %x_81, %75
store %x_77_phi, %x_78
%76:i32 = load %x_81
store %x_80_phi, %76
next_iteration # -> $B3
}
}
%77:i32 = load_vector_element %x_77, 0u
%x_105:i32 = let %77
%79:vec2<i32> = load %x_77
store %x_111_phi, %79
%80:bool = lt %x_105, 0i
if %80 [t: $B9] { # if_4
$B9: { # true
store %x_110, vec2<i32>(0i)
%81:i32 = negation %x_105
store_vector_element %x_110, 0u, %81
%82:vec2<i32> = load %x_110
store %x_111_phi, %82
exit_if # if_4
}
}
%83:vec2<i32> = load %x_111_phi
%x_111:vec2<i32> = let %83
store %x_113_phi, %x_111
loop [b: $B10, c: $B11] { # loop_2
$B10: { # body
%x_114:ptr<function, vec2<i32>, read_write> = var
%86:vec2<i32> = load %x_113_phi
%x_113:vec2<i32> = let %86
%88:i32 = access %x_113, 0u
store %x_116, %88
%89:i32 = load %x_116
%90:bool = gt %89, 15i
if %90 [t: $B12, f: $B13] { # if_5
$B12: { # true
exit_if # if_5
}
$B13: { # false
exit_loop # loop_2
}
}
continue # -> $B11
}
$B11: { # continuing
store %x_114, vec2<i32>(0i)
%91:i32 = load %x_116
%92:i32 = sub %91, 16i
%93:i32 = bitcast %92
store_vector_element %x_114, 0u, %93
%94:vec2<i32> = load %x_114
store %x_113_phi, %94
next_iteration # -> $B10
}
}
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))
%95:i32 = load %x_116
%96:ptr<function, vec4<f32>, read_write> = access %indexable, %95
%97:vec4<f32> = load %96
%x_121:vec4<f32> = let %97
store %x_GLF_color, %x_121
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B14: {
store %gl_FragCoord, %gl_FragCoord_param
%101:void = call %main_1
%102:vec4<f32> = load %x_GLF_color
%103:main_out = construct %102
ret %103
}
}
%tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B15: {
%106:bool = eq %rhs, 0i
%107:bool = eq %lhs, -2147483648i
%108:bool = eq %rhs, -1i
%109:bool = and %107, %108
%110:bool = or %106, %109
%111:i32 = select %rhs, 1i, %110
%112:i32 = div %lhs, %111
ret %112
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B16: {
%114:i32 = convert %value
%115:bool = gte %value, -2147483648.0f
%116:i32 = select -2147483648i, %114, %115
%117:bool = lte %value, 2147483520.0f
%118:i32 = select 2147483647i, %116, %117
ret %118
}
}
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. *
********************************************************************