| 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_20:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| %index:ptr<private, i32, read_write> = var |
| %state:ptr<private, array<i32, 16>, read_write> = var |
| } |
| |
| %collision_vf2_vf4_ = func(%pos:ptr<function, vec2<f32>, read_write>, %quad:ptr<function, vec4<f32>, read_write>):bool -> %b2 { |
| %b2 = block { |
| %9:f32 = load_vector_element %pos, 0u |
| %10:f32 = load_vector_element %quad, 0u |
| %11:bool = lt %9, %10 |
| if %11 [t: %b3] { # if_1 |
| %b3 = block { # true |
| ret false |
| } |
| } |
| %12:f32 = load_vector_element %pos, 1u |
| %13:f32 = load_vector_element %quad, 1u |
| %14:bool = lt %12, %13 |
| if %14 [t: %b4] { # if_2 |
| %b4 = block { # true |
| ret false |
| } |
| } |
| %15:f32 = load_vector_element %pos, 0u |
| %16:f32 = load_vector_element %quad, 0u |
| %17:f32 = load_vector_element %quad, 2u |
| %18:f32 = add %16, %17 |
| %19:bool = gt %15, %18 |
| if %19 [t: %b5] { # if_3 |
| %b5 = block { # true |
| ret false |
| } |
| } |
| %20:f32 = load_vector_element %pos, 1u |
| %21:f32 = load_vector_element %quad, 1u |
| %22:f32 = load_vector_element %quad, 3u |
| %23:f32 = add %21, %22 |
| %24:bool = gt %20, %23 |
| if %24 [t: %b6] { # if_4 |
| %b6 = block { # true |
| ret false |
| } |
| } |
| ret true |
| } |
| } |
| %match_vf2_ = func(%pos_1:ptr<function, vec2<f32>, read_write>):vec4<f32> -> %b7 { |
| %b7 = block { |
| %res:ptr<function, vec4<f32>, read_write> = var |
| %i:ptr<function, i32, read_write> = var |
| %param:ptr<function, vec2<f32>, read_write> = var |
| %param_1:ptr<function, vec4<f32>, read_write> = var |
| %indexable:ptr<function, array<vec4<f32>, 8>, read_write> = var |
| %indexable_1:ptr<function, array<vec4<f32>, 8>, read_write> = var |
| %indexable_2:ptr<function, array<vec4<f32>, 8>, read_write> = var |
| %indexable_3:ptr<function, array<vec4<f32>, 16>, read_write> = var |
| store %res, vec4<f32>(0.5f, 0.5f, 1.0f, 1.0f) |
| store %i, 0i |
| loop [b: %b8, c: %b9] { # loop_1 |
| %b8 = block { # body |
| %35:i32 = load %i |
| %36:bool = lt %35, 8i |
| if %36 [t: %b10, f: %b11] { # if_5 |
| %b10 = block { # true |
| exit_if # if_5 |
| } |
| %b11 = block { # false |
| exit_loop # loop_1 |
| } |
| } |
| %x_155:i32 = load %i |
| %38:vec2<f32> = load %pos_1 |
| store %param, %38 |
| store %indexable, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f)) |
| %39:ptr<function, vec4<f32>, read_write> = access %indexable, %x_155 |
| %40:vec4<f32> = load %39 |
| store %param_1, %40 |
| %x_159:bool = call %collision_vf2_vf4_, %param, %param_1 |
| if %x_159 [t: %b12] { # if_6 |
| %b12 = block { # true |
| %x_162:i32 = load %i |
| store %indexable_1, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f)) |
| %43:ptr<function, vec4<f32>, read_write> = access %indexable_1, %x_162 |
| %x_164:f32 = load_vector_element %43, 0u |
| %x_166:i32 = load %i |
| store %indexable_2, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f)) |
| %46:ptr<function, vec4<f32>, read_write> = access %indexable_2, %x_166 |
| %x_168:f32 = load_vector_element %46, 1u |
| %x_171:i32 = load %i |
| store %indexable_3, 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)) |
| %49:i32 = convert %x_164 |
| %50:i32 = convert %x_168 |
| %51:i32 = mul %49, %50 |
| %52:i32 = mul %x_171, 9i |
| %53:i32 = add %51, %52 |
| %54:i32 = add %53, 11i |
| %55:i32 = mod %54, 16i |
| %56:ptr<function, vec4<f32>, read_write> = access %indexable_3, %55 |
| %57:vec4<f32> = load %56 |
| store %res, %57 |
| exit_if # if_6 |
| } |
| } |
| continue %b9 |
| } |
| %b9 = block { # continuing |
| %58:i32 = load %i |
| %59:i32 = add %58, 1i |
| store %i, %59 |
| next_iteration %b8 |
| } |
| } |
| %x_180:vec4<f32> = load %res |
| ret %x_180 |
| } |
| } |
| %main_1 = func():void -> %b13 { |
| %b13 = block { |
| %lin:ptr<function, vec2<f32>, read_write> = var |
| %param_2:ptr<function, vec2<f32>, read_write> = var |
| %64:vec4<f32> = load %gl_FragCoord |
| %65:vec2<f32> = swizzle %64, xy |
| %66:ptr<uniform, vec2<f32>, read> = access %x_20, 0u |
| %67:vec2<f32> = load %66 |
| %68:vec2<f32> = div %65, %67 |
| store %lin, %68 |
| %69:vec2<f32> = load %lin |
| %70:vec2<f32> = mul %69, 32.0f |
| %71:vec2<f32> = floor %70 |
| store %lin, %71 |
| %72:vec2<f32> = load %lin |
| store %param_2, %72 |
| %x_111:vec4<f32> = call %match_vf2_, %param_2 |
| store %x_GLF_color, %x_111 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b14 { |
| %b14 = block { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %76:void = call %main_1 |
| %77:vec4<f32> = load %x_GLF_color |
| %78:main_out = construct %77 |
| ret %78 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |