| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: LightData = struct @align(16) { |
| position:vec4<f32> @offset(0) |
| color:vec3<f32> @offset(16) |
| radius:f32 @offset(28) |
| } |
| |
| LightsBuffer = struct @align(16) { |
| lights:array<LightData> @offset(0) |
| } |
| |
| TileLightIdData = struct @align(4) { |
| count:atomic<u32> @offset(0) |
| lightId:array<u32, 64> @offset(4) |
| } |
| |
| Tiles = struct @align(4) { |
| data:array<TileLightIdData, 4> @offset(0) |
| } |
| |
| Config = struct @align(4) { |
| numLights:u32 @offset(0) |
| numTiles:u32 @offset(4) |
| tileCountX:u32 @offset(8) |
| tileCountY:u32 @offset(12) |
| numTileLightSlot:u32 @offset(16) |
| tileSize:u32 @offset(20) |
| } |
| |
| Uniforms = struct @align(16) { |
| min:vec4<f32> @offset(0) |
| max:vec4<f32> @offset(16) |
| viewMatrix:mat4x4<f32> @offset(32) |
| projectionMatrix:mat4x4<f32> @offset(96) |
| fullScreenSize:vec4<f32> @offset(160) |
| } |
| |
| $B1: { # root |
| %lightsBuffer:ptr<storage, LightsBuffer, read_write> = var @binding_point(0, 0) |
| %tileLightId:ptr<storage, Tiles, read_write> = var @binding_point(1, 0) |
| %config:ptr<uniform, Config, read> = var @binding_point(2, 0) |
| %uniforms:ptr<uniform, Uniforms, read> = var @binding_point(3, 0) |
| } |
| |
| %tint_symbol = @compute @workgroup_size(64, 1, 1) func(%GlobalInvocationID:vec3<u32> [@global_invocation_id]):void { |
| $B2: { |
| %7:u32 = access %GlobalInvocationID, 0u |
| %index:ptr<function, u32, read_write> = var, %7 |
| %9:u32 = load %index |
| %10:ptr<uniform, u32, read> = access %config, 0u |
| %11:u32 = load %10 |
| %12:bool = gte %9, %11 |
| if %12 [t: $B3] { # if_1 |
| $B3: { # true |
| ret |
| } |
| } |
| %13:u32 = load %index |
| %14:ptr<storage, vec4<f32>, read_write> = access %lightsBuffer, 0u, %13, 0u |
| %15:ptr<storage, vec4<f32>, read_write> = let %14 |
| %16:u32 = load %index |
| %17:ptr<storage, vec4<f32>, read_write> = access %lightsBuffer, 0u, %16, 0u |
| %18:f32 = load_vector_element %17, 1u |
| %19:f32 = sub %18, 0.10000000149011611938f |
| %20:f32 = let %19 |
| %21:u32 = load %index |
| %22:f32 = convert %21 |
| %23:f32 = let %22 |
| %24:u32 = load %index |
| %25:f32 = convert %24 |
| %26:f32 = div %25, 64.0f |
| %27:f32 = floor %26 |
| %28:f32 = mul 64.0f, %27 |
| %29:f32 = sub %23, %28 |
| %30:f32 = mul 0.00100000004749745131f, %29 |
| %31:f32 = add %20, %30 |
| store_vector_element %15, 1u, %31 |
| %32:u32 = load %index |
| %33:ptr<storage, vec4<f32>, read_write> = access %lightsBuffer, 0u, %32, 0u |
| %34:f32 = load_vector_element %33, 1u |
| %35:ptr<uniform, vec4<f32>, read> = access %uniforms, 0u |
| %36:f32 = load_vector_element %35, 1u |
| %37:bool = lt %34, %36 |
| if %37 [t: $B4] { # if_2 |
| $B4: { # true |
| %38:u32 = load %index |
| %39:ptr<storage, vec4<f32>, read_write> = access %lightsBuffer, 0u, %38, 0u |
| %40:ptr<uniform, vec4<f32>, read> = access %uniforms, 1u |
| %41:f32 = load_vector_element %40, 1u |
| store_vector_element %39, 1u, %41 |
| exit_if # if_2 |
| } |
| } |
| %42:ptr<uniform, mat4x4<f32>, read> = access %uniforms, 3u |
| %43:mat4x4<f32> = load %42 |
| %M:ptr<function, mat4x4<f32>, read_write> = var, %43 |
| %45:ptr<function, vec4<f32>, read_write> = access %M, 3i |
| %46:f32 = load_vector_element %45, 2i |
| %47:f32 = negation %46 |
| %48:ptr<function, vec4<f32>, read_write> = access %M, 2i |
| %49:f32 = load_vector_element %48, 2i |
| %50:f32 = add -1.0f, %49 |
| %51:f32 = div %47, %50 |
| %viewNear:ptr<function, f32, read_write> = var, %51 |
| %53:ptr<function, vec4<f32>, read_write> = access %M, 3i |
| %54:f32 = load_vector_element %53, 2i |
| %55:f32 = negation %54 |
| %56:ptr<function, vec4<f32>, read_write> = access %M, 2i |
| %57:f32 = load_vector_element %56, 2i |
| %58:f32 = add 1.0f, %57 |
| %59:f32 = div %55, %58 |
| %viewFar:ptr<function, f32, read_write> = var, %59 |
| %61:u32 = load %index |
| %62:ptr<storage, vec4<f32>, read_write> = access %lightsBuffer, 0u, %61, 0u |
| %63:vec4<f32> = load %62 |
| %lightPos:ptr<function, vec4<f32>, read_write> = var, %63 |
| %65:ptr<uniform, mat4x4<f32>, read> = access %uniforms, 2u |
| %66:mat4x4<f32> = load %65 |
| %67:vec4<f32> = load %lightPos |
| %68:vec4<f32> = mul %66, %67 |
| store %lightPos, %68 |
| %69:vec4<f32> = load %lightPos |
| %70:f32 = load_vector_element %lightPos, 3u |
| %71:vec4<f32> = div %69, %70 |
| store %lightPos, %71 |
| %72:u32 = load %index |
| %73:ptr<storage, f32, read_write> = access %lightsBuffer, 0u, %72, 2u |
| %74:f32 = load %73 |
| %lightRadius:ptr<function, f32, read_write> = var, %74 |
| %76:vec4<f32> = load %lightPos |
| %77:vec4<f32> = let %76 |
| %78:f32 = load %lightRadius |
| %79:vec3<f32> = construct %78 |
| %80:vec4<f32> = construct %79, 0.0f |
| %81:vec4<f32> = sub %77, %80 |
| %boxMin:ptr<function, vec4<f32>, read_write> = var, %81 |
| %83:vec4<f32> = load %lightPos |
| %84:vec4<f32> = let %83 |
| %85:f32 = load %lightRadius |
| %86:vec3<f32> = construct %85 |
| %87:vec4<f32> = construct %86, 0.0f |
| %88:vec4<f32> = add %84, %87 |
| %boxMax:ptr<function, vec4<f32>, read_write> = var, %88 |
| %frustumPlanes:ptr<function, array<vec4<f32>, 6>, read_write> = var |
| %91:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, 4i |
| %92:f32 = load %viewNear |
| %93:vec4<f32> = construct 0.0f, 0.0f, -1.0f, %92 |
| store %91, %93 |
| %94:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, 5i |
| %95:f32 = load %viewFar |
| %96:f32 = negation %95 |
| %97:vec4<f32> = construct 0.0f, 0.0f, 1.0f, %96 |
| store %94, %97 |
| %TILE_SIZE:i32 = let 16i |
| %TILE_COUNT_X:i32 = let 2i |
| %TILE_COUNT_Y:i32 = let 2i |
| loop [i: $B5, b: $B6, c: $B7] { # loop_1 |
| $B5: { # initializer |
| %y:ptr<function, i32, read_write> = var, 0i |
| next_iteration # -> $B6 |
| } |
| $B6: { # body |
| %102:i32 = load %y |
| %103:bool = lt %102, %TILE_COUNT_Y |
| if %103 [t: $B8, f: $B9] { # if_3 |
| $B8: { # true |
| exit_if # if_3 |
| } |
| $B9: { # false |
| exit_loop # loop_1 |
| } |
| } |
| loop [i: $B10, b: $B11, c: $B12] { # loop_2 |
| $B10: { # initializer |
| %x:ptr<function, i32, read_write> = var, 0i |
| next_iteration # -> $B11 |
| } |
| $B11: { # body |
| %105:i32 = load %x |
| %106:bool = lt %105, %TILE_COUNT_X |
| if %106 [t: $B13, f: $B14] { # if_4 |
| $B13: { # true |
| exit_if # if_4 |
| } |
| $B14: { # false |
| exit_loop # loop_2 |
| } |
| } |
| %107:i32 = load %x |
| %108:i32 = mul %107, %TILE_SIZE |
| %109:i32 = load %y |
| %110:i32 = mul %109, %TILE_SIZE |
| %111:vec2<i32> = construct %108, %110 |
| %tilePixel0Idx:ptr<function, vec2<i32>, read_write> = var, %111 |
| %113:vec2<i32> = load %tilePixel0Idx |
| %114:vec2<f32> = convert %113 |
| %115:vec2<f32> = mul 2.0f, %114 |
| %116:ptr<uniform, vec4<f32>, read> = access %uniforms, 4u |
| %117:vec4<f32> = load %116 |
| %118:vec2<f32> = swizzle %117, xy |
| %119:vec2<f32> = div %115, %118 |
| %120:vec2<f32> = sub %119, vec2<f32>(1.0f) |
| %floorCoord:ptr<function, vec2<f32>, read_write> = var, %120 |
| %122:vec2<i32> = load %tilePixel0Idx |
| %123:vec2<i32> = let %122 |
| %124:vec2<i32> = construct %TILE_SIZE |
| %125:vec2<i32> = add %123, %124 |
| %126:vec2<f32> = convert %125 |
| %127:vec2<f32> = mul 2.0f, %126 |
| %128:ptr<uniform, vec4<f32>, read> = access %uniforms, 4u |
| %129:vec4<f32> = load %128 |
| %130:vec2<f32> = swizzle %129, xy |
| %131:vec2<f32> = div %127, %130 |
| %132:vec2<f32> = sub %131, vec2<f32>(1.0f) |
| %ceilCoord:ptr<function, vec2<f32>, read_write> = var, %132 |
| %134:f32 = load %viewNear |
| %135:f32 = negation %134 |
| %136:f32 = load_vector_element %floorCoord, 0u |
| %137:f32 = mul %135, %136 |
| %138:ptr<function, vec4<f32>, read_write> = access %M, 2i |
| %139:f32 = load_vector_element %138, 0i |
| %140:f32 = load %viewNear |
| %141:f32 = mul %139, %140 |
| %142:f32 = sub %137, %141 |
| %143:ptr<function, vec4<f32>, read_write> = access %M, 0i |
| %144:f32 = load_vector_element %143, 0i |
| %145:f32 = div %142, %144 |
| %146:f32 = load %viewNear |
| %147:f32 = negation %146 |
| %148:f32 = load_vector_element %floorCoord, 1u |
| %149:f32 = mul %147, %148 |
| %150:ptr<function, vec4<f32>, read_write> = access %M, 2i |
| %151:f32 = load_vector_element %150, 1i |
| %152:f32 = load %viewNear |
| %153:f32 = mul %151, %152 |
| %154:f32 = sub %149, %153 |
| %155:ptr<function, vec4<f32>, read_write> = access %M, 1i |
| %156:f32 = load_vector_element %155, 1i |
| %157:f32 = div %154, %156 |
| %158:vec2<f32> = construct %145, %157 |
| %viewFloorCoord:ptr<function, vec2<f32>, read_write> = var, %158 |
| %160:f32 = load %viewNear |
| %161:f32 = negation %160 |
| %162:f32 = load_vector_element %ceilCoord, 0u |
| %163:f32 = mul %161, %162 |
| %164:ptr<function, vec4<f32>, read_write> = access %M, 2i |
| %165:f32 = load_vector_element %164, 0i |
| %166:f32 = load %viewNear |
| %167:f32 = mul %165, %166 |
| %168:f32 = sub %163, %167 |
| %169:ptr<function, vec4<f32>, read_write> = access %M, 0i |
| %170:f32 = load_vector_element %169, 0i |
| %171:f32 = div %168, %170 |
| %172:f32 = load %viewNear |
| %173:f32 = negation %172 |
| %174:f32 = load_vector_element %ceilCoord, 1u |
| %175:f32 = mul %173, %174 |
| %176:ptr<function, vec4<f32>, read_write> = access %M, 2i |
| %177:f32 = load_vector_element %176, 1i |
| %178:f32 = load %viewNear |
| %179:f32 = mul %177, %178 |
| %180:f32 = sub %175, %179 |
| %181:ptr<function, vec4<f32>, read_write> = access %M, 1i |
| %182:f32 = load_vector_element %181, 1i |
| %183:f32 = div %180, %182 |
| %184:vec2<f32> = construct %171, %183 |
| %viewCeilCoord:ptr<function, vec2<f32>, read_write> = var, %184 |
| %186:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, 0i |
| %187:f32 = load_vector_element %viewFloorCoord, 0u |
| %188:f32 = negation %187 |
| %189:f32 = load %viewNear |
| %190:f32 = div %188, %189 |
| %191:vec4<f32> = construct 1.0f, 0.0f, %190, 0.0f |
| store %186, %191 |
| %192:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, 1i |
| %193:f32 = load_vector_element %viewCeilCoord, 0u |
| %194:f32 = load %viewNear |
| %195:f32 = div %193, %194 |
| %196:vec4<f32> = construct -1.0f, 0.0f, %195, 0.0f |
| store %192, %196 |
| %197:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, 2i |
| %198:f32 = load_vector_element %viewFloorCoord, 1u |
| %199:f32 = negation %198 |
| %200:f32 = load %viewNear |
| %201:f32 = div %199, %200 |
| %202:vec4<f32> = construct 0.0f, 1.0f, %201, 0.0f |
| store %197, %202 |
| %203:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, 3i |
| %204:f32 = load_vector_element %viewCeilCoord, 1u |
| %205:f32 = load %viewNear |
| %206:f32 = div %204, %205 |
| %207:vec4<f32> = construct 0.0f, -1.0f, %206, 0.0f |
| store %203, %207 |
| %dp:ptr<function, f32, read_write> = var, 0.0f |
| loop [i: $B15, b: $B16, c: $B17] { # loop_3 |
| $B15: { # initializer |
| %i:ptr<function, u32, read_write> = var, 0u |
| next_iteration # -> $B16 |
| } |
| $B16: { # body |
| %210:u32 = load %i |
| %211:bool = lt %210, 6u |
| if %211 [t: $B18, f: $B19] { # if_5 |
| $B18: { # true |
| exit_if # if_5 |
| } |
| $B19: { # false |
| exit_loop # loop_3 |
| } |
| } |
| %p:ptr<function, vec4<f32>, read_write> = var |
| %213:u32 = load %i |
| %214:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, %213 |
| %215:f32 = load_vector_element %214, 0u |
| %216:bool = gt %215, 0.0f |
| if %216 [t: $B20, f: $B21] { # if_6 |
| $B20: { # true |
| %217:f32 = load_vector_element %boxMax, 0u |
| store_vector_element %p, 0u, %217 |
| exit_if # if_6 |
| } |
| $B21: { # false |
| %218:f32 = load_vector_element %boxMin, 0u |
| store_vector_element %p, 0u, %218 |
| exit_if # if_6 |
| } |
| } |
| %219:u32 = load %i |
| %220:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, %219 |
| %221:f32 = load_vector_element %220, 1u |
| %222:bool = gt %221, 0.0f |
| if %222 [t: $B22, f: $B23] { # if_7 |
| $B22: { # true |
| %223:f32 = load_vector_element %boxMax, 1u |
| store_vector_element %p, 1u, %223 |
| exit_if # if_7 |
| } |
| $B23: { # false |
| %224:f32 = load_vector_element %boxMin, 1u |
| store_vector_element %p, 1u, %224 |
| exit_if # if_7 |
| } |
| } |
| %225:u32 = load %i |
| %226:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, %225 |
| %227:f32 = load_vector_element %226, 2u |
| %228:bool = gt %227, 0.0f |
| if %228 [t: $B24, f: $B25] { # if_8 |
| $B24: { # true |
| %229:f32 = load_vector_element %boxMax, 2u |
| store_vector_element %p, 2u, %229 |
| exit_if # if_8 |
| } |
| $B25: { # false |
| %230:f32 = load_vector_element %boxMin, 2u |
| store_vector_element %p, 2u, %230 |
| exit_if # if_8 |
| } |
| } |
| store_vector_element %p, 3u, 1.0f |
| %231:f32 = load %dp |
| %232:f32 = let %231 |
| %233:vec4<f32> = load %p |
| %234:u32 = load %i |
| %235:ptr<function, vec4<f32>, read_write> = access %frustumPlanes, %234 |
| %236:vec4<f32> = load %235 |
| %237:f32 = dot %233, %236 |
| %238:f32 = min 0.0f, %237 |
| %239:f32 = add %232, %238 |
| store %dp, %239 |
| continue # -> $B17 |
| } |
| $B17: { # continuing |
| %240:u32 = load %i |
| %241:u32 = add %240, 1u |
| store %i, %241 |
| next_iteration # -> $B16 |
| } |
| } |
| %242:f32 = load %dp |
| %243:bool = gte %242, 0.0f |
| if %243 [t: $B26] { # if_9 |
| $B26: { # true |
| %244:i32 = load %x |
| %245:i32 = load %y |
| %246:i32 = mul %245, %TILE_COUNT_X |
| %247:i32 = add %244, %246 |
| %248:u32 = convert %247 |
| %tileId:ptr<function, u32, read_write> = var, %248 |
| %250:u32 = load %tileId |
| %251:bool = lt %250, 0u |
| %252:bool = if %251 [t: $B27, f: $B28] { # if_10 |
| $B27: { # true |
| exit_if true # if_10 |
| } |
| $B28: { # false |
| %253:u32 = load %tileId |
| %254:ptr<uniform, u32, read> = access %config, 1u |
| %255:u32 = load %254 |
| %256:bool = gte %253, %255 |
| exit_if %256 # if_10 |
| } |
| } |
| if %252 [t: $B29] { # if_11 |
| $B29: { # true |
| continue # -> $B12 |
| } |
| } |
| %257:u32 = load %tileId |
| %258:ptr<storage, atomic<u32>, read_write> = access %tileLightId, 0u, %257, 0u |
| %259:u32 = atomicAdd %258, 1u |
| %offset:ptr<function, u32, read_write> = var, %259 |
| %261:u32 = load %offset |
| %262:ptr<uniform, u32, read> = access %config, 4u |
| %263:u32 = load %262 |
| %264:bool = gte %261, %263 |
| if %264 [t: $B30] { # if_12 |
| $B30: { # true |
| continue # -> $B12 |
| } |
| } |
| %265:u32 = load %tileId |
| %266:u32 = load %offset |
| %267:ptr<storage, u32, read_write> = access %tileLightId, 0u, %265, 1u, %266 |
| %268:u32 = access %GlobalInvocationID, 0u |
| store %267, %268 |
| exit_if # if_9 |
| } |
| } |
| continue # -> $B12 |
| } |
| $B12: { # continuing |
| %269:i32 = load %x |
| %270:i32 = add %269, 1i |
| store %x, %270 |
| next_iteration # -> $B11 |
| } |
| } |
| continue # -> $B7 |
| } |
| $B7: { # continuing |
| %271:i32 = load %y |
| %272:i32 = add %271, 1i |
| store %y, %272 |
| next_iteration # -> $B6 |
| } |
| } |
| ret |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |