blob: 2383ab64f71f448f58de20bbf0ecaad1ae35232e [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # 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: {
%data:ptr<function, array<f32, 10>, read_write> = var
%x_40:ptr<function, i32, read_write> = var
%x_52:ptr<function, i32, read_write> = var
store %x_40, 0i
loop [b: $B3, c: $B4] { # loop_1
$B3: { # body
%x_41:ptr<function, i32, read_write> = var
%10:i32 = load %x_40
%11:bool = lt %10, 10i
if %11 [t: $B5, f: $B6] { # if_1
$B5: { # true
exit_if # if_1
}
$B6: { # false
exit_loop # loop_1
}
}
continue # -> $B4
}
$B4: { # continuing
%12:i32 = load %x_40
%13:ptr<function, f32, read_write> = access %data, %12
%14:ptr<function, f32, read_write> = let %13
%15:i32 = load %x_40
%16:i32 = sub 10i, %15
%17:f32 = convert %16
%18:ptr<uniform, vec2<f32>, read> = access %x_9, 0u
%19:f32 = load_vector_element %18, 1u
%20:f32 = mul %17, %19
store %14, %20
%21:i32 = load %x_40
%22:i32 = add %21, 1i
store %x_41, %22
%23:i32 = load %x_41
store %x_40, %23
next_iteration # -> $B3
}
}
store %x_52, 0i
loop [b: $B7, c: $B8] { # loop_2
$B7: { # body
%x_59:ptr<function, i32, read_write> = var
%x_53:ptr<function, i32, read_write> = var
%26:i32 = load %x_52
%27:bool = lt %26, 9i
if %27 [t: $B9, f: $B10] { # if_2
$B9: { # true
exit_if # if_2
}
$B10: { # false
exit_loop # loop_2
}
}
store %x_59, 0i
loop [b: $B11, c: $B12] { # loop_3
$B11: { # body
%x_82:ptr<function, bool, read_write> = var
%x_83:ptr<function, bool, read_write> = var
%x_84:ptr<function, bool, read_write> = var
%x_60:ptr<function, i32, read_write> = var
%32:i32 = load %x_59
%33:bool = lt %32, 10i
if %33 [t: $B13, f: $B14] { # if_3
$B13: { # true
exit_if # if_3
}
$B14: { # false
exit_loop # loop_3
}
}
%34:i32 = load %x_59
%35:i32 = load %x_52
%36:i32 = add %35, 1i
%37:bool = lt %34, %36
if %37 [t: $B15] { # if_4
$B15: { # true
continue # -> $B12
}
}
%38:i32 = load %x_52
%x_69_save:i32 = let %38
%40:i32 = load %x_52
%41:ptr<function, f32, read_write> = access %data, %40
%42:f32 = load %41
%x_70:f32 = let %42
%44:i32 = load %x_59
%x_71_save:i32 = let %44
%46:i32 = load %x_59
%47:ptr<function, f32, read_write> = access %data, %46
%48:f32 = load %47
%x_72:f32 = let %48
%50:f32 = load_vector_element %gl_FragCoord, 1u
%51:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%52:f32 = load_vector_element %51, 1u
%53:f32 = mul %52, 0.5f
%54:bool = lt %50, %53
if %54 [t: $B16, f: $B17] { # if_5
$B16: { # true
%55:bool = gt %x_70, %x_72
store %x_82, %55
%56:bool = load %x_82
store %x_84, %56
exit_if # if_5
}
$B17: { # false
%57:bool = lt %x_70, %x_72
store %x_83, %57
%58:bool = load %x_83
store %x_84, %58
exit_if # if_5
}
}
%59:bool = load %x_84
if %59 [t: $B18] { # if_6
$B18: { # true
%60:ptr<function, f32, read_write> = access %data, %x_69_save
%61:f32 = load %60
%x_87:f32 = let %61
%63:ptr<function, f32, read_write> = access %data, %x_69_save
%64:ptr<function, f32, read_write> = access %data, %x_71_save
%65:f32 = load %64
store %63, %65
%66:ptr<function, f32, read_write> = access %data, %x_71_save
store %66, %x_87
exit_if # if_6
}
}
continue # -> $B12
}
$B12: { # continuing
%67:i32 = load %x_59
%68:i32 = add %67, 1i
store %x_60, %68
%69:i32 = load %x_60
store %x_59, %69
next_iteration # -> $B11
}
}
continue # -> $B8
}
$B8: { # continuing
%70:i32 = load %x_52
%71:i32 = add %70, 1i
store %x_53, %71
%72:i32 = load %x_53
store %x_52, %72
next_iteration # -> $B7
}
}
%73:f32 = load_vector_element %gl_FragCoord, 0u
%74:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%75:f32 = load_vector_element %74, 0u
%76:f32 = mul %75, 0.5f
%77:bool = lt %73, %76
if %77 [t: $B19, f: $B20] { # if_7
$B19: { # true
%78:ptr<function, f32, read_write> = access %data, 0i
%79:f32 = load %78
%80:f32 = mul %79, 0.10000000149011611938f
%81:ptr<function, f32, read_write> = access %data, 5i
%82:f32 = load %81
%83:f32 = mul %82, 0.10000000149011611938f
%84:ptr<function, f32, read_write> = access %data, 9i
%85:f32 = load %84
%86:f32 = mul %85, 0.10000000149011611938f
%87:vec4<f32> = construct %80, %83, %86, 1.0f
store %x_GLF_color, %87
exit_if # if_7
}
$B20: { # false
%88:ptr<function, f32, read_write> = access %data, 5i
%89:f32 = load %88
%90:f32 = mul %89, 0.10000000149011611938f
%91:ptr<function, f32, read_write> = access %data, 9i
%92:f32 = load %91
%93:f32 = mul %92, 0.10000000149011611938f
%94:ptr<function, f32, read_write> = access %data, 0i
%95:f32 = load %94
%96:f32 = mul %95, 0.10000000149011611938f
%97:vec4<f32> = construct %90, %93, %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 {
$B21: {
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. *
********************************************************************