blob: 4446ee982587f0b124a0e8db5fa2b0bbbc0054a9 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # 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 {
%b2 = block {
%c:ptr<function, vec3<f32>, read_write> = var
%x_53:ptr<function, f32, read_write> = var
%x_57:ptr<function, f32, read_write> = var
%x_58:ptr<function, f32, read_write> = var
%x_83:ptr<function, f32, read_write> = var
%x_84:ptr<function, f32, read_write> = var
%x_124:ptr<function, f32, read_write> = var
%x_125:ptr<function, f32, read_write> = var
%x_57_phi:ptr<function, f32, read_write> = var
%x_60_phi:ptr<function, i32, read_write> = var
%x_83_phi:ptr<function, f32, read_write> = var
%x_84_phi:ptr<function, f32, read_write> = var
%x_85_phi:ptr<function, bool, read_write> = var
%x_87_phi:ptr<function, f32, read_write> = var
%x_128_phi:ptr<function, f32, read_write> = var
%x_135_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
%x_47:f32 = load_vector_element %21, 0u
%x_48:vec2<f32> = construct 1.0f, %x_47
%24:f32 = mul %x_47, 0.125f
%x_50:f32 = round %24
%x_51:vec2<f32> = let vec2<f32>(0.0f, -0.5f)
%27:f32 = load_vector_element %gl_FragCoord, 0u
store %x_53, %27
switch 0u [c: (default, %b3)] { # switch_1
%b3 = block { # case
store %x_57_phi, -0.5f
store %x_60_phi, 1i
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%x_70:ptr<function, f32, read_write> = var
%x_78:ptr<function, f32, read_write> = var
%x_61:ptr<function, i32, read_write> = var
%x_58_phi:ptr<function, f32, read_write> = var
%32:f32 = load %x_57_phi
store %x_57, %32
%x_60:i32 = load %x_60_phi
store %x_83_phi, 0.0f
%34:f32 = load %x_57
store %x_84_phi, %34
store %x_85_phi, false
%35:bool = lt %x_60, 800i
if %35 [t: %b6, f: %b7] { # if_1
%b6 = block { # true
exit_if # if_1
}
%b7 = block { # false
exit_loop # loop_1
}
}
%x_77:ptr<function, f32, read_write> = var
%x_78_phi:ptr<function, f32, read_write> = var
%38:i32 = mod %x_60, 32i
%39:bool = eq %38, 0i
if %39 [t: %b8, f: %b9] { # if_2
%b8 = block { # true
%40:f32 = load %x_57
%41:f32 = add %40, 0.40000000596046447754f
store %x_70, %41
%42:f32 = load %x_70
store %x_58_phi, %42
exit_if # if_2
}
%b9 = block { # false
%43:f32 = load %x_57
store %x_78_phi, %43
%44:f32 = convert %x_60
%45:f32 = round %x_50
%46:f32 = convert %x_60
%47:f32 = round %x_50
%48:f32 = div %46, %47
%49:f32 = floor %48
%50:f32 = mul %45, %49
%51:f32 = sub %44, %50
%52:bool = lte %51, 0.00999999977648258209f
if %52 [t: %b10] { # if_3
%b10 = block { # true
%53:f32 = load %x_57
%54:f32 = add %53, 100.0f
store %x_77, %54
%55:f32 = load %x_77
store %x_78_phi, %55
exit_if # if_3
}
}
%56:f32 = load %x_78_phi
store %x_78, %56
%57:f32 = load %x_78
store %x_58_phi, %57
exit_if # if_2
}
}
%58:f32 = load %x_58_phi
store %x_58, %58
%59:f32 = convert %x_60
%60:f32 = load %x_53
%61:bool = gte %59, %60
if %61 [t: %b11] { # if_4
%b11 = block { # true
%62:f32 = load %x_58
store %x_83_phi, %62
%63:f32 = load %x_58
store %x_84_phi, %63
store %x_85_phi, true
exit_loop # loop_1
}
}
continue %b5
}
%b5 = block { # continuing
%64:i32 = add %x_60, 1i
store %x_61, %64
%65:f32 = load %x_58
store %x_57_phi, %65
%66:i32 = load %x_61
store %x_60_phi, %66
next_iteration %b4
}
}
%67:f32 = load %x_83_phi
store %x_83, %67
%68:f32 = load %x_84_phi
store %x_84, %68
%x_85:bool = load %x_85_phi
%70:f32 = load %x_83
store %x_87_phi, %70
if %x_85 [t: %b12] { # if_5
%b12 = block { # true
exit_switch # switch_1
}
}
%71:f32 = load %x_84
store %x_87_phi, %71
exit_switch # switch_1
}
}
%x_92:ptr<function, f32, read_write> = var
%x_98:ptr<function, f32, read_write> = var
%x_99:ptr<function, f32, read_write> = var
%x_98_phi:ptr<function, f32, read_write> = var
%x_101_phi:ptr<function, i32, read_write> = var
%x_124_phi:ptr<function, f32, read_write> = var
%x_125_phi:ptr<function, f32, read_write> = var
%x_126_phi:ptr<function, bool, read_write> = var
%x_87:f32 = load %x_87_phi
%81:f32 = load %x_84
%82:f32 = load %x_83
%x_89:vec4<f32> = construct %81, 0.40000000596046447754f, %82, 0.40000000596046447754f
store_vector_element %c, 0u, %x_87
%84:f32 = load_vector_element %gl_FragCoord, 1u
store %x_92, %84
switch 0u [c: (default, %b13)] { # switch_2
%b13 = block { # case
%85:f32 = load %x_57
%x_95:vec4<f32> = construct %x_51, 0.0f, %85
%87:vec3<f32> = construct %x_48, -0.5f
%x_96:f32 = access %87, 2u
store %x_98_phi, %x_96
store %x_101_phi, 1i
loop [b: %b14, c: %b15] { # loop_2
%b14 = block { # body
%x_111:ptr<function, f32, read_write> = var
%x_119:ptr<function, f32, read_write> = var
%x_102:ptr<function, i32, read_write> = var
%x_99_phi:ptr<function, f32, read_write> = var
%93:f32 = load %x_98_phi
store %x_98, %93
%x_101:i32 = load %x_101_phi
store %x_124_phi, 0.0f
%95:f32 = load %x_98
store %x_125_phi, %95
store %x_126_phi, false
%96:bool = lt %x_101, 800i
if %96 [t: %b16, f: %b17] { # if_6
%b16 = block { # true
exit_if # if_6
}
%b17 = block { # false
exit_loop # loop_2
}
}
%x_118:ptr<function, f32, read_write> = var
%x_119_phi:ptr<function, f32, read_write> = var
%99:i32 = mod %x_101, 32i
%100:bool = eq %99, 0i
if %100 [t: %b18, f: %b19] { # if_7
%b18 = block { # true
%101:f32 = load %x_98
%102:f32 = add %101, 0.40000000596046447754f
store %x_111, %102
%103:f32 = load %x_111
store %x_99_phi, %103
exit_if # if_7
}
%b19 = block { # false
%104:f32 = load %x_98
store %x_119_phi, %104
%105:f32 = convert %x_101
%106:f32 = round %x_50
%107:f32 = convert %x_101
%108:f32 = round %x_50
%109:f32 = div %107, %108
%110:f32 = floor %109
%111:f32 = mul %106, %110
%112:f32 = sub %105, %111
%113:bool = lte %112, 0.00999999977648258209f
if %113 [t: %b20] { # if_8
%b20 = block { # true
%114:f32 = load %x_98
%115:f32 = add %114, 100.0f
store %x_118, %115
%116:f32 = load %x_118
store %x_119_phi, %116
exit_if # if_8
}
}
%117:f32 = load %x_119_phi
store %x_119, %117
%118:f32 = load %x_119
store %x_99_phi, %118
exit_if # if_7
}
}
%119:f32 = load %x_99_phi
store %x_99, %119
%120:f32 = convert %x_101
%121:f32 = load %x_92
%122:bool = gte %120, %121
if %122 [t: %b21] { # if_9
%b21 = block { # true
%123:f32 = load %x_99
store %x_124_phi, %123
%124:f32 = load %x_99
store %x_125_phi, %124
store %x_126_phi, true
exit_loop # loop_2
}
}
continue %b15
}
%b15 = block { # continuing
%125:i32 = add %x_101, 1i
store %x_102, %125
%126:f32 = load %x_99
store %x_98_phi, %126
%127:i32 = load %x_102
store %x_101_phi, %127
next_iteration %b14
}
}
%128:f32 = load %x_124_phi
store %x_124, %128
%129:f32 = load %x_125_phi
store %x_125, %129
%x_126:bool = load %x_126_phi
%131:f32 = load %x_124
store %x_128_phi, %131
if %x_126 [t: %b22] { # if_10
%b22 = block { # true
exit_switch # switch_2
}
}
%132:f32 = load %x_125
store %x_128_phi, %132
exit_switch # switch_2
}
}
%x_128:f32 = load %x_128_phi
store_vector_element %c, 1u, %x_128
%x_130:f32 = load_vector_element %c, 0u
%x_131:f32 = load_vector_element %c, 1u
%136:f32 = add %x_130, %x_131
store_vector_element %c, 2u, %136
store %x_135_phi, 0i
loop [b: %b23, c: %b24] { # loop_3
%b23 = block { # body
%x_136:ptr<function, i32, read_write> = var
%x_135:i32 = load %x_135_phi
%139:bool = lt %x_135, 3i
if %139 [t: %b25, f: %b26] { # if_11
%b25 = block { # true
exit_if # if_11
}
%b26 = block { # false
exit_loop # loop_3
}
}
%x_142:f32 = load_vector_element %c, %x_135
%141:bool = gte %x_142, 1.0f
if %141 [t: %b27] { # if_12
%b27 = block { # true
%x_146:f32 = load_vector_element %c, %x_135
%x_147:f32 = load_vector_element %c, %x_135
%144:f32 = mul %x_146, %x_147
store_vector_element %c, %x_135, %144
exit_if # if_12
}
}
continue %b24
}
%b24 = block { # continuing
%145:i32 = add %x_135, 1i
store %x_136, %145
%146:i32 = load %x_136
store %x_135_phi, %146
next_iteration %b23
}
}
%x_149:vec3<f32> = load %c
%148:vec3<f32> = abs %x_149
%x_151:vec3<f32> = normalize %148
%150:f32 = access %x_151, 0u
%151:f32 = access %x_151, 1u
%152:f32 = access %x_151, 2u
%153:vec4<f32> = construct %150, %151, %152, 1.0f
store %x_GLF_color, %153
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b28 {
%b28 = block {
store %gl_FragCoord, %gl_FragCoord_param
%156:void = call %main_1
%157:vec4<f32> = load %x_GLF_color
%158:main_out = construct %157
ret %158
}
}
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. *
********************************************************************