blob: fb26df079ba1dc62e0b49d5bf85d92d1ac28256a [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
%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 {
%b2 = block {
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_76:ptr<function, vec2<i32>, read_write> = var
%x_109:ptr<function, vec2<i32>, read_write> = var
%x_115:ptr<function, i32, read_write> = var
%x_76_phi:ptr<function, vec2<i32>, read_write> = var
%x_79_phi:ptr<function, i32, read_write> = var
%x_110_phi:ptr<function, vec2<i32>, read_write> = var
%x_112_phi:ptr<function, vec2<i32>, read_write> = var
%x_55:vec4<f32> = load %gl_FragCoord
%14:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_58:vec2<f32> = load %14
%16:f32 = access %x_55, 0u
%17:f32 = access %x_55, 1u
%18:vec2<f32> = construct %16, %17
%x_59:vec2<f32> = div %18, %x_58
%20:f32 = access %x_59, 0u
%21:f32 = mul %20, 8.0f
%x_62:i32 = convert %21
%23:f32 = access %x_59, 1u
%24:f32 = mul %23, 8.0f
%x_65:i32 = convert %24
%26:i32 = and %x_62, 5i
%27:i32 = and %x_65, 10i
%28:i32 = or %26, %27
%29:i32 = mul %28, 8i
%30:i32 = and %x_65, 5i
%31:i32 = and %x_62, 10i
%32:i32 = or %30, %31
%33:i32 = add %29, %32
%x_74:vec2<i32> = construct %33, 0i
store %x_76_phi, %x_74
store %x_79_phi, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_90:ptr<function, vec2<i32>, read_write> = var
%x_98:ptr<function, vec2<i32>, read_write> = var
%x_80:ptr<function, i32, read_write> = var
%x_91_phi:ptr<function, vec2<i32>, read_write> = var
%x_99_phi:ptr<function, vec2<i32>, read_write> = var
%40:vec2<i32> = load %x_76_phi
store %x_76, %40
%x_79:i32 = load %x_79_phi
%42:bool = lt %x_79, 100i
if %42 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%43:vec2<i32> = load %x_76
store %x_91_phi, %43
%44:i32 = load_vector_element %x_76, 0u
%45:bool = gt %44, 0i
if %45 [t: %b7] { # if_2
%b7 = block { # true
%46:vec2<i32> = load %x_76
store %x_90, %46
%47:i32 = load_vector_element %x_76, 1u
%48:i32 = sub %47, 1i
store_vector_element %x_90, 1u, %48
%49:vec2<i32> = load %x_90
store %x_91_phi, %49
exit_if # if_2
}
}
%x_91:vec2<i32> = load %x_91_phi
store %x_99_phi, %x_91
%51:i32 = access %x_91, 0u
%52:bool = lt %51, 0i
if %52 [t: %b8] { # if_3
%b8 = block { # true
store %x_98, %x_91
%53:i32 = access %x_91, 1u
%54:i32 = add %53, 1i
store_vector_element %x_98, 1u, %54
%55:vec2<i32> = load %x_98
store %x_99_phi, %55
exit_if # if_3
}
}
%x_99:vec2<i32> = load %x_99_phi
%x_77_1:ptr<function, vec2<i32>, read_write> = var, %x_99
%58:i32 = access %x_99, 0u
%59:i32 = access %x_99, 1u
%60:i32 = div %59, 2i
%61:i32 = add %58, %60
store_vector_element %x_77_1, 0u, %61
%x_77:vec2<i32> = load %x_77_1
continue %b4
}
%b4 = block { # continuing
%63:i32 = add %x_79, 1i
store %x_80, %63
store %x_76_phi, %x_77
%64:i32 = load %x_80
store %x_79_phi, %64
next_iteration %b3
}
}
%x_104:i32 = load_vector_element %x_76, 0u
%66:vec2<i32> = load %x_76
store %x_110_phi, %66
%67:bool = lt %x_104, 0i
if %67 [t: %b9] { # if_4
%b9 = block { # true
%68:vec2<i32> = load %x_76
store %x_109, %68
%69:i32 = negation %x_104
store_vector_element %x_109, 0u, %69
%70:vec2<i32> = load %x_109
store %x_110_phi, %70
exit_if # if_4
}
}
%x_110:vec2<i32> = load %x_110_phi
store %x_112_phi, %x_110
loop [b: %b10, c: %b11] { # loop_2
%b10 = block { # body
%x_113:ptr<function, vec2<i32>, read_write> = var
%x_112:vec2<i32> = load %x_112_phi
%74:i32 = access %x_112, 0u
store %x_115, %74
%75:i32 = load %x_115
%76:bool = gt %75, 15i
if %76 [t: %b12, f: %b13] { # if_5
%b12 = block { # true
exit_if # if_5
}
%b13 = block { # false
exit_loop # loop_2
}
}
continue %b11
}
%b11 = block { # continuing
store %x_113, %x_112
%77:i32 = load %x_115
%78:i32 = sub %77, 16i
%79:i32 = bitcast %78
store_vector_element %x_113, 0u, %79
%80:vec2<i32> = load %x_113
store %x_112_phi, %80
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))
%81:i32 = load %x_115
%82:ptr<function, vec4<f32>, read_write> = access %indexable, %81
%x_120:vec4<f32> = load %82
store %x_GLF_color, %x_120
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b14 {
%b14 = block {
store %gl_FragCoord, %gl_FragCoord_param
%86:void = call %main_1
%87:vec4<f32> = load %x_GLF_color
%88:main_out = construct %87
ret %88
}
}
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. *
********************************************************************