blob: 3d6e70c2e7914fecde3eb152fde5b075e02b5f68 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: buf1 = struct @align(8) {
resolution:vec2<f32> @offset(0)
}
buf0 = struct @align(8) {
injectionSwitch: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_9:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_13:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%checkSwap_f1_f1_ = func(%a:ptr<function, f32, read_write>, %b:ptr<function, f32, read_write>):bool -> %b2 {
%b2 = block {
%x_144:ptr<function, bool, read_write> = var
%x_146:f32 = load_vector_element %gl_FragCoord, 1u
%10:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_148:f32 = load_vector_element %10, 1u
%12:f32 = div %x_148, 2.0f
%13:bool = lt %x_146, %12
if %13 [t: %b3, f: %b4] { # if_1
%b3 = block { # true
%x_154:f32 = load %a
%x_155:f32 = load %b
%16:bool = gt %x_154, %x_155
store %x_144, %16
exit_if # if_1
}
%b4 = block { # false
%x_157:f32 = load %a
%x_158:f32 = load %b
%19:bool = lt %x_157, %x_158
store %x_144, %19
exit_if # if_1
}
}
%x_160:bool = load %x_144
ret %x_160
}
}
%main_1 = func():void -> %b5 {
%b5 = block {
%i:ptr<function, i32, read_write> = var
%data:ptr<function, array<f32, 10>, read_write> = var
%i_1:ptr<function, i32, read_write> = var
%j:ptr<function, i32, read_write> = var
%doSwap:ptr<function, bool, read_write> = var
%param:ptr<function, f32, read_write> = var
%param_1:ptr<function, f32, read_write> = var
%temp:ptr<function, f32, read_write> = var
store %i, 0i
loop [b: %b6, c: %b7] { # loop_1
%b6 = block { # body
%x_56:i32 = load %i
%31:bool = lt %x_56, 10i
if %31 [t: %b8, f: %b9] { # if_2
%b8 = block { # true
exit_if # if_2
}
%b9 = block { # false
exit_loop # loop_1
}
}
%x_59:i32 = load %i
%x_60:i32 = load %i
%34:ptr<uniform, vec2<f32>, read> = access %x_13, 0u
%x_64:f32 = load_vector_element %34, 1u
%36:ptr<function, f32, read_write> = access %data, %x_59
%37:i32 = sub 10i, %x_60
%38:f32 = convert %37
%39:f32 = mul %38, %x_64
store %36, %39
continue %b7
}
%b7 = block { # continuing
%x_67:i32 = load %i
%41:i32 = add %x_67, 1i
store %i, %41
next_iteration %b6
}
}
store %i_1, 0i
loop [b: %b10, c: %b11] { # loop_2
%b10 = block { # body
%x_73:i32 = load %i_1
%43:bool = lt %x_73, 9i
if %43 [t: %b12, f: %b13] { # if_3
%b12 = block { # true
exit_if # if_3
}
%b13 = block { # false
exit_loop # loop_2
}
}
store %j, 0i
loop [b: %b14, c: %b15] { # loop_3
%b14 = block { # body
%x_80:i32 = load %j
%45:bool = lt %x_80, 10i
if %45 [t: %b16, f: %b17] { # if_4
%b16 = block { # true
exit_if # if_4
}
%b17 = block { # false
exit_loop # loop_3
}
}
%x_83:i32 = load %j
%x_84:i32 = load %i_1
%48:i32 = add %x_84, 1i
%49:bool = lt %x_83, %48
if %49 [t: %b18] { # if_5
%b18 = block { # true
continue %b15
}
}
%x_89:i32 = load %i_1
%x_90:i32 = load %j
%52:ptr<function, f32, read_write> = access %data, %x_89
%x_92:f32 = load %52
store %param, %x_92
%54:ptr<function, f32, read_write> = access %data, %x_90
%x_94:f32 = load %54
store %param_1, %x_94
%x_95:bool = call %checkSwap_f1_f1_, %param, %param_1
store %doSwap, %x_95
%x_96:bool = load %doSwap
if %x_96 [t: %b19] { # if_6
%b19 = block { # true
%x_99:i32 = load %i_1
%59:ptr<function, f32, read_write> = access %data, %x_99
%x_101:f32 = load %59
store %temp, %x_101
%x_102:i32 = load %i_1
%x_103:i32 = load %j
%63:ptr<function, f32, read_write> = access %data, %x_103
%x_105:f32 = load %63
%65:ptr<function, f32, read_write> = access %data, %x_102
store %65, %x_105
%x_107:i32 = load %j
%x_108:f32 = load %temp
%68:ptr<function, f32, read_write> = access %data, %x_107
store %68, %x_108
exit_if # if_6
}
}
continue %b15
}
%b15 = block { # continuing
%x_110:i32 = load %j
%70:i32 = add %x_110, 1i
store %j, %70
next_iteration %b14
}
}
continue %b11
}
%b11 = block { # continuing
%x_112:i32 = load %i_1
%72:i32 = add %x_112, 1i
store %i_1, %72
next_iteration %b10
}
}
%x_115:f32 = load_vector_element %gl_FragCoord, 0u
%74:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_117:f32 = load_vector_element %74, 0u
%76:f32 = div %x_117, 2.0f
%77:bool = lt %x_115, %76
if %77 [t: %b20, f: %b21] { # if_7
%b20 = block { # true
%78:ptr<function, f32, read_write> = access %data, 0i
%x_124:f32 = load %78
%80:ptr<function, f32, read_write> = access %data, 5i
%x_127:f32 = load %80
%82:ptr<function, f32, read_write> = access %data, 9i
%x_130:f32 = load %82
%84:f32 = div %x_124, 10.0f
%85:f32 = div %x_127, 10.0f
%86:f32 = div %x_130, 10.0f
%87:vec4<f32> = construct %84, %85, %86, 1.0f
store %x_GLF_color, %87
exit_if # if_7
}
%b21 = block { # false
%88:ptr<function, f32, read_write> = access %data, 5i
%x_134:f32 = load %88
%90:ptr<function, f32, read_write> = access %data, 9i
%x_137:f32 = load %90
%92:ptr<function, f32, read_write> = access %data, 0i
%x_140:f32 = load %92
%94:f32 = div %x_134, 10.0f
%95:f32 = div %x_137, 10.0f
%96:f32 = div %x_140, 10.0f
%97:vec4<f32> = construct %94, %95, %96, 1.0f
store %x_GLF_color, %97
exit_if # if_7
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b22 {
%b22 = block {
store %gl_FragCoord, %gl_FragCoord_param
%100:void = call %main_1
%101:vec4<f32> = load %x_GLF_color
%102:main_out = construct %101
ret %102
}
}
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. *
********************************************************************