| SKIP: FAILED |
| |
| ../../src/tint/lang/msl/writer/printer/printer.cc:500 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: { # root |
| %gl_FragCoord:ptr<private, vec4<f32>, read_write> = var |
| %x_6:ptr<uniform, buf0, read> = var @binding_point(0, 0) |
| %x_GLF_color:ptr<private, vec4<f32>, read_write> = var |
| } |
| |
| %main_1 = func():void { |
| $B2: { |
| %indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var |
| %x_71:ptr<function, i32, read_write> = var |
| %x_74:ptr<function, i32, read_write> = var |
| %8:vec4<f32> = load %gl_FragCoord |
| %x_54:vec4<f32> = let %8 |
| %10:vec4<f32> = load %gl_FragCoord |
| %11:vec2<f32> = swizzle %10, xy |
| %x_55:vec2<f32> = let %11 |
| %13:ptr<uniform, vec2<f32>, read> = access %x_6, 0u |
| %14:vec2<f32> = load %13 |
| %15:vec2<f32> = div %x_55, %14 |
| %16:vec2<f32> = mul %15, 8.0f |
| %x_61:vec2<f32> = let %16 |
| %18:vec2<f32> = floor %x_61 |
| %x_62:vec2<f32> = let %18 |
| %20:f32 = access %x_62, 0u |
| %21:i32 = call %tint_f32_to_i32, %20 |
| %23:i32 = mul %21, 8i |
| %24:i32 = let %23 |
| %25:f32 = access %x_62, 1u |
| %26:i32 = call %tint_f32_to_i32, %25 |
| %27:i32 = add %24, %26 |
| %x_69:i32 = let %27 |
| store %x_71, 0i |
| store %x_74, %x_69 |
| loop [b: $B3, c: $B4] { # loop_1 |
| $B3: { # body |
| %x_85:ptr<function, i32, read_write> = var |
| %x_86:ptr<function, i32, read_write> = var |
| %x_75:ptr<function, i32, read_write> = var |
| %32:i32 = load %x_74 |
| %33:bool = gt %32, 1i |
| if %33 [t: $B5, f: $B6] { # if_1 |
| $B5: { # true |
| exit_if # if_1 |
| } |
| $B6: { # false |
| exit_loop # loop_1 |
| } |
| } |
| %34:i32 = load %x_74 |
| %35:i32 = and %34, 1i |
| %36:bool = eq %35, 1i |
| if %36 [t: $B7, f: $B8] { # if_2 |
| $B7: { # true |
| %37:i32 = load %x_74 |
| %38:i32 = mul 3i, %37 |
| %39:i32 = add %38, 1i |
| store %x_85, %39 |
| %40:i32 = load %x_85 |
| store %x_75, %40 |
| exit_if # if_2 |
| } |
| $B8: { # false |
| %41:i32 = load %x_74 |
| %42:i32 = call %tint_div_i32, %41, 2i |
| store %x_86, %42 |
| %44:i32 = load %x_86 |
| store %x_75, %44 |
| exit_if # if_2 |
| } |
| } |
| continue # -> $B4 |
| } |
| $B4: { # continuing |
| %45:i32 = load %x_71 |
| %46:i32 = add %45, 1i |
| store %x_71, %46 |
| %47:i32 = load %x_75 |
| store %x_74, %47 |
| next_iteration # -> $B3 |
| } |
| } |
| store %indexable, 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)) |
| %48:array<vec4<f32>, 16> = load %indexable |
| %x_88:array<vec4<f32>, 16> = let %48 |
| store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f)) |
| store %indexable, %x_88 |
| %50:array<vec4<f32>, 16> = construct vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), %x_54, vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f) |
| %51:vec4<f32> = access %50, 1u |
| %x_89:vec4<f32> = let %51 |
| %53:vec4<f32> = construct 0.0f, 8.0f, %x_55 |
| %54:vec4<f32> = let %53 |
| %55:vec4<f32> = construct %x_61, 0.5f, 1.0f |
| %56:array<vec4<f32>, 16> = construct vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), %54, vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), %55 |
| %x_90:array<vec4<f32>, 16> = let %56 |
| %58:i32 = load %x_71 |
| %59:i32 = call %tint_mod_i32, %58, 16i |
| %61:ptr<function, vec4<f32>, read_write> = access %indexable, %59 |
| %62:vec4<f32> = load %61 |
| store %x_GLF_color, %62 |
| ret |
| } |
| } |
| %tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out { |
| $B9: { |
| store %gl_FragCoord, %gl_FragCoord_param |
| %65:void = call %main_1 |
| %66:vec4<f32> = load %x_GLF_color |
| %67:main_out = construct %66 |
| ret %67 |
| } |
| } |
| %tint_div_i32 = func(%lhs:i32, %rhs:i32):i32 { |
| $B10: { |
| %70:bool = eq %rhs, 0i |
| %71:bool = eq %lhs, -2147483648i |
| %72:bool = eq %rhs, -1i |
| %73:bool = and %71, %72 |
| %74:bool = or %70, %73 |
| %75:i32 = select %rhs, 1i, %74 |
| %76:i32 = div %lhs, %75 |
| ret %76 |
| } |
| } |
| %tint_mod_i32 = func(%lhs_1:i32, %rhs_1:i32):i32 { # %lhs_1: 'lhs', %rhs_1: 'rhs' |
| $B11: { |
| %79:bool = eq %rhs_1, 0i |
| %80:bool = eq %lhs_1, -2147483648i |
| %81:bool = eq %rhs_1, -1i |
| %82:bool = and %80, %81 |
| %83:bool = or %79, %82 |
| %84:i32 = select %rhs_1, 1i, %83 |
| %85:i32 = let %84 |
| %86:i32 = div %lhs_1, %85 |
| %87:i32 = mul %86, %85 |
| %88:i32 = sub %lhs_1, %87 |
| ret %88 |
| } |
| } |
| %tint_f32_to_i32 = func(%value:f32):i32 { |
| $B12: { |
| %90:i32 = convert %value |
| %91:bool = gte %value, -2147483648.0f |
| %92:i32 = select -2147483648i, %90, %91 |
| %93:bool = lte %value, 2147483520.0f |
| %94:i32 = select 2147483647i, %92, %93 |
| ret %94 |
| } |
| } |
| |
| 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. * |
| ******************************************************************** |