blob: f52edd2e0c461b9fe4f8d31a8bab68c599942736 [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_6:ptr<uniform, buf1, read> = var @binding_point(0, 1)
%x_9: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 {
%data:ptr<function, array<f32, 10>, read_write> = var
%x_40_phi:ptr<function, i32, read_write> = var
%x_52_phi:ptr<function, i32, read_write> = var
store %x_40_phi, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_41:ptr<function, i32, read_write> = var
%x_40:i32 = load %x_40_phi
%11:bool = lt %x_40, 10i
if %11 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
continue %b4
}
%b4 = block { # continuing
%12:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%x_48:f32 = load_vector_element %12, 1u
%14:ptr<function, f32, read_write> = access %data, %x_40
%15:i32 = sub 10i, %x_40
%16:f32 = convert %15
%17:f32 = mul %16, %x_48
store %14, %17
%18:i32 = add %x_40, 1i
store %x_41, %18
%19:i32 = load %x_41
store %x_40_phi, %19
next_iteration %b3
}
}
store %x_52_phi, 0i
loop [b: %b7, c: %b8] { # loop_2
%b7 = block { # body
%x_53:ptr<function, i32, read_write> = var
%x_59_phi:ptr<function, i32, read_write> = var
%x_52:i32 = load %x_52_phi
%23:bool = lt %x_52, 9i
if %23 [t: %b9, f: %b10] { # if_2
%b9 = block { # true
exit_if # if_2
}
%b10 = block { # false
exit_loop # loop_2
}
}
store %x_59_phi, 0i
loop [b: %b11, c: %b12] { # loop_3
%b11 = block { # body
%x_82:ptr<function, bool, read_write> = var
%x_83:ptr<function, bool, read_write> = var
%x_60:ptr<function, i32, read_write> = var
%x_84_phi:ptr<function, bool, read_write> = var
%x_59:i32 = load %x_59_phi
%29:bool = lt %x_59, 10i
if %29 [t: %b13, f: %b14] { # if_3
%b13 = block { # true
exit_if # if_3
}
%b14 = block { # false
exit_loop # loop_3
}
}
%30:i32 = add %x_52, 1i
%31:bool = lt %x_59, %30
if %31 [t: %b15] { # if_4
%b15 = block { # true
continue %b12
}
}
%x_69_save:i32 = let %x_52
%33:ptr<function, f32, read_write> = access %data, %x_69_save
%x_70:f32 = load %33
%x_71_save:i32 = let %x_59
%36:ptr<function, f32, read_write> = access %data, %x_71_save
%x_72:f32 = load %36
%x_74:f32 = load_vector_element %gl_FragCoord, 1u
%39:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_76:f32 = load_vector_element %39, 1u
%41:f32 = mul %x_76, 0.5f
%42:bool = lt %x_74, %41
if %42 [t: %b16, f: %b17] { # if_5
%b16 = block { # true
%43:bool = gt %x_70, %x_72
store %x_82, %43
%44:bool = load %x_82
store %x_84_phi, %44
exit_if # if_5
}
%b17 = block { # false
%45:bool = lt %x_70, %x_72
store %x_83, %45
%46:bool = load %x_83
store %x_84_phi, %46
exit_if # if_5
}
}
%x_84:bool = load %x_84_phi
if %x_84 [t: %b18] { # if_6
%b18 = block { # true
%48:ptr<function, f32, read_write> = access %data, %x_69_save
%x_87:f32 = load %48
%50:ptr<function, f32, read_write> = access %data, %x_71_save
%x_88:f32 = load %50
%52:ptr<function, f32, read_write> = access %data, %x_69_save
store %52, %x_88
%53:ptr<function, f32, read_write> = access %data, %x_71_save
store %53, %x_87
exit_if # if_6
}
}
continue %b12
}
%b12 = block { # continuing
%54:i32 = add %x_59, 1i
store %x_60, %54
%55:i32 = load %x_60
store %x_59_phi, %55
next_iteration %b11
}
}
continue %b8
}
%b8 = block { # continuing
%56:i32 = add %x_52, 1i
store %x_53, %56
%57:i32 = load %x_53
store %x_52_phi, %57
next_iteration %b7
}
}
%x_90:f32 = load_vector_element %gl_FragCoord, 0u
%59:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%x_92:f32 = load_vector_element %59, 0u
%61:f32 = mul %x_92, 0.5f
%62:bool = lt %x_90, %61
if %62 [t: %b19, f: %b20] { # if_7
%b19 = block { # true
%63:ptr<function, f32, read_write> = access %data, 0i
%x_99:f32 = load %63
%65:ptr<function, f32, read_write> = access %data, 5i
%x_102:f32 = load %65
%67:ptr<function, f32, read_write> = access %data, 9i
%x_105:f32 = load %67
%69:f32 = mul %x_99, 0.10000000149011611938f
%70:f32 = mul %x_102, 0.10000000149011611938f
%71:f32 = mul %x_105, 0.10000000149011611938f
%72:vec4<f32> = construct %69, %70, %71, 1.0f
store %x_GLF_color, %72
exit_if # if_7
}
%b20 = block { # false
%73:ptr<function, f32, read_write> = access %data, 5i
%x_109:f32 = load %73
%75:ptr<function, f32, read_write> = access %data, 9i
%x_112:f32 = load %75
%77:ptr<function, f32, read_write> = access %data, 0i
%x_115:f32 = load %77
%79:f32 = mul %x_109, 0.10000000149011611938f
%80:f32 = mul %x_112, 0.10000000149011611938f
%81:f32 = mul %x_115, 0.10000000149011611938f
%82:vec4<f32> = construct %79, %80, %81, 1.0f
store %x_GLF_color, %82
exit_if # if_7
}
}
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b21 {
%b21 = block {
store %gl_FragCoord, %gl_FragCoord_param
%85:void = call %main_1
%86:vec4<f32> = load %x_GLF_color
%87:main_out = construct %86
ret %87
}
}
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. *
********************************************************************