blob: 60c4b271847c214c006b3c5a28ae953b64102068 [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 internal compiler error: 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
%x_25:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%drawShape_vf2_ = func(%pos:ptr<function, vec2<f32>, read_write>):vec3<f32> -> %b2 {
%b2 = block {
%c2:ptr<function, bool, read_write> = var
%c3:ptr<function, bool, read_write> = var
%c4:ptr<function, bool, read_write> = var
%c5:ptr<function, bool, read_write> = var
%c6:ptr<function, bool, read_write> = var
%GLF_live4i:ptr<function, i32, read_write> = var
%GLF_live4_looplimiter5:ptr<function, i32, read_write> = var
%GLF_live7m42:ptr<function, mat4x2<f32>, read_write> = var
%GLF_live7m33:ptr<function, mat3x3<f32>, read_write> = var
%GLF_live7cols:ptr<function, i32, read_write> = var
%GLF_live7_looplimiter3:ptr<function, i32, read_write> = var
%GLF_live7rows:ptr<function, i32, read_write> = var
%GLF_live7_looplimiter2:ptr<function, i32, read_write> = var
%GLF_live7_looplimiter1:ptr<function, i32, read_write> = var
%GLF_live7c:ptr<function, i32, read_write> = var
%GLF_live7r:ptr<function, i32, read_write> = var
%GLF_live7_looplimiter0:ptr<function, i32, read_write> = var
%GLF_live7sum_index:ptr<function, i32, read_write> = var
%GLF_live7_looplimiter7:ptr<function, i32, read_write> = var
%GLF_live7cols_1:ptr<function, i32, read_write> = var
%GLF_live7rows_1:ptr<function, i32, read_write> = var
%GLF_live7sums:ptr<function, array<f32, 9>, read_write> = var
%GLF_live7c_1:ptr<function, i32, read_write> = var
%GLF_live7r_1:ptr<function, i32, read_write> = var
%x_180:ptr<function, i32, read_write> = var
%indexable:ptr<function, mat3x3<f32>, read_write> = var
%32:f32 = load_vector_element %pos, 0u
%33:bool = gt %32, 1.0f
store %c2, %33
%34:bool = load %c2
if %34 [t: %b3] { # if_1
%b3 = block { # true
ret vec3<f32>(1.0f)
}
}
%35:f32 = load_vector_element %pos, 1u
%36:bool = lt %35, 1.0f
store %c3, %36
%37:bool = load %c3
if %37 [t: %b4] { # if_2
%b4 = block { # true
ret vec3<f32>(1.0f)
}
}
%38:f32 = load_vector_element %pos, 1u
%39:bool = gt %38, 1.0f
store %c4, %39
%40:bool = load %c4
if %40 [t: %b5] { # if_3
%b5 = block { # true
ret vec3<f32>(1.0f)
}
}
%41:f32 = load_vector_element %pos, 0u
%42:bool = lt %41, 1.0f
store %c5, %42
%43:bool = load %c5
if %43 [t: %b6] { # if_4
%b6 = block { # true
ret vec3<f32>(1.0f)
}
}
%44:f32 = load_vector_element %pos, 0u
%45:f32 = add %44, 1.0f
%46:bool = gt %45, 1.0f
store %c6, %46
%47:bool = load %c6
if %47 [t: %b7] { # if_5
%b7 = block { # true
ret vec3<f32>(1.0f)
}
}
store %GLF_live4i, 0i
loop [b: %b8, c: %b9] { # loop_1
%b8 = block { # body
%48:i32 = load %GLF_live4i
%49:bool = lt %48, 4i
if %49 [t: %b10, f: %b11] { # if_6
%b10 = block { # true
exit_if # if_6
}
%b11 = block { # false
exit_loop # loop_1
}
}
%50:i32 = load %GLF_live4_looplimiter5
%51:bool = gte %50, 7i
if %51 [t: %b12] { # if_7
%b12 = block { # true
exit_loop # loop_1
}
}
%52:i32 = load %GLF_live4_looplimiter5
%53:i32 = add %52, 1i
store %GLF_live4_looplimiter5, %53
store %GLF_live7m42, mat4x2<f32>(vec2<f32>(1.0f, 0.0f), vec2<f32>(0.0f, 1.0f), vec2<f32>(0.0f), vec2<f32>(1.0f, 0.0f))
store %GLF_live7m33, mat3x3<f32>(vec3<f32>(1.0f, 0.0f, 0.0f), vec3<f32>(0.0f, 1.0f, 0.0f), vec3<f32>(0.0f, 0.0f, 1.0f))
store %GLF_live7cols, 2i
loop [b: %b13, c: %b14] { # loop_2
%b13 = block { # body
%54:i32 = load %GLF_live7cols
%55:bool = lt %54, 4i
if %55 [t: %b15, f: %b16] { # if_8
%b15 = block { # true
exit_if # if_8
}
%b16 = block { # false
exit_loop # loop_2
}
}
%56:i32 = load %GLF_live7_looplimiter3
%57:bool = gte %56, 7i
if %57 [t: %b17] { # if_9
%b17 = block { # true
exit_loop # loop_2
}
}
%58:i32 = load %GLF_live7_looplimiter3
%59:i32 = add %58, 1i
store %GLF_live7_looplimiter3, %59
store %GLF_live7rows, 2i
loop [b: %b18, c: %b19] { # loop_3
%b18 = block { # body
%60:i32 = load %GLF_live7rows
%61:bool = lt %60, 4i
if %61 [t: %b20, f: %b21] { # if_10
%b20 = block { # true
exit_if # if_10
}
%b21 = block { # false
exit_loop # loop_3
}
}
%62:i32 = load %GLF_live7_looplimiter2
%63:bool = gte %62, 7i
if %63 [t: %b22] { # if_11
%b22 = block { # true
exit_loop # loop_3
}
}
%64:i32 = load %GLF_live7_looplimiter2
%65:i32 = add %64, 1i
store %GLF_live7_looplimiter2, %65
store %GLF_live7_looplimiter1, 0i
store %GLF_live7c, 0i
loop [b: %b23, c: %b24] { # loop_4
%b23 = block { # body
%66:i32 = load %GLF_live7c
%67:bool = lt %66, 3i
if %67 [t: %b25, f: %b26] { # if_12
%b25 = block { # true
exit_if # if_12
}
%b26 = block { # false
exit_loop # loop_4
}
}
%68:i32 = load %GLF_live7_looplimiter1
%69:bool = gte %68, 7i
if %69 [t: %b27] { # if_13
%b27 = block { # true
exit_loop # loop_4
}
}
%70:i32 = load %GLF_live7_looplimiter1
%71:i32 = add %70, 1i
store %GLF_live7_looplimiter1, %71
store %GLF_live7r, 0i
loop [b: %b28, c: %b29] { # loop_5
%b28 = block { # body
%72:i32 = load %GLF_live7r
%73:bool = lt %72, 2i
if %73 [t: %b30, f: %b31] { # if_14
%b30 = block { # true
exit_if # if_14
}
%b31 = block { # false
exit_loop # loop_5
}
}
%74:i32 = load %GLF_live7_looplimiter0
%75:bool = gte %74, 7i
if %75 [t: %b32] { # if_15
%b32 = block { # true
exit_loop # loop_5
}
}
%76:i32 = load %GLF_live7_looplimiter0
%77:i32 = add %76, 1i
store %GLF_live7_looplimiter0, %77
%x_59:i32 = load %GLF_live7c
%x_60:i32 = load %GLF_live7c
%x_61:i32 = load %GLF_live7c
%x_62:i32 = load %GLF_live7r
%x_63:i32 = load %GLF_live7r
%x_64:i32 = load %GLF_live7r
%84:bool = gte %x_59, 0i
%85:bool = lt %x_60, 3i
%86:bool = and %84, %85
%87:i32 = select 0i, %x_61, %86
%88:ptr<function, vec3<f32>, read_write> = access %GLF_live7m33, %87
%89:bool = gte %x_62, 0i
%90:bool = lt %x_63, 3i
%91:bool = and %89, %90
%92:i32 = select 0i, %x_64, %91
store_vector_element %88, %92, 1.0f
%93:ptr<uniform, vec2<f32>, read> = access %x_25, 0u
%94:f32 = load_vector_element %93, 1u
%95:bool = gt 0.0f, %94
if %95 [t: %b33, f: %b34] { # if_16
%b33 = block { # true
exit_if # if_16
}
%b34 = block { # false
%x_65:i32 = load %GLF_live7c
%x_66:i32 = load %GLF_live7c
%x_67:i32 = load %GLF_live7c
%x_68:i32 = load %GLF_live7r
%x_69:i32 = load %GLF_live7r
%x_70:i32 = load %GLF_live7r
%102:bool = gte %x_65, 0i
%103:bool = lt %x_66, 4i
%104:bool = and %102, %103
%105:i32 = select 0i, %x_67, %104
%106:ptr<function, vec2<f32>, read_write> = access %GLF_live7m42, %105
%107:bool = gte %x_68, 0i
%108:bool = lt %x_69, 2i
%109:bool = and %107, %108
%110:i32 = select 0i, %x_70, %109
store_vector_element %106, %110, 1.0f
exit_if # if_16
}
}
continue %b29
}
%b29 = block { # continuing
%111:i32 = load %GLF_live7r
%112:i32 = add %111, 1i
store %GLF_live7r, %112
next_iteration %b28
}
}
continue %b24
}
%b24 = block { # continuing
%113:i32 = load %GLF_live7c
%114:i32 = add %113, 1i
store %GLF_live7c, %114
next_iteration %b23
}
}
continue %b19
}
%b19 = block { # continuing
%115:i32 = load %GLF_live7rows
%116:i32 = add %115, 1i
store %GLF_live7rows, %116
next_iteration %b18
}
}
continue %b14
}
%b14 = block { # continuing
%117:i32 = load %GLF_live7cols
%118:i32 = add %117, 1i
store %GLF_live7cols, %118
next_iteration %b13
}
}
store %GLF_live7sum_index, 0i
store %GLF_live7_looplimiter7, 0i
store %GLF_live7cols_1, 2i
loop [b: %b35, c: %b36] { # loop_6
%b35 = block { # body
%119:i32 = load %GLF_live7cols_1
%120:bool = lt %119, 4i
if %120 [t: %b37, f: %b38] { # if_17
%b37 = block { # true
exit_if # if_17
}
%b38 = block { # false
exit_loop # loop_6
}
}
%121:i32 = load %GLF_live7_looplimiter7
%122:bool = gte %121, 7i
if %122 [t: %b39] { # if_18
%b39 = block { # true
exit_loop # loop_6
}
}
%123:i32 = load %GLF_live7_looplimiter7
%124:i32 = add %123, 1i
store %GLF_live7_looplimiter7, %124
store %GLF_live7rows_1, 2i
%x_83:i32 = load %GLF_live7sum_index
%x_84:i32 = load %GLF_live7sum_index
%x_85:i32 = load %GLF_live7sum_index
%128:bool = gte %x_83, 0i
%129:bool = lt %x_84, 9i
%130:bool = and %128, %129
%131:i32 = select 0i, %x_85, %130
%132:ptr<function, f32, read_write> = access %GLF_live7sums, %131
store %132, 0.0f
store %GLF_live7c_1, 0i
loop [b: %b40, c: %b41] { # loop_7
%b40 = block { # body
%133:i32 = load %GLF_live7c_1
%134:bool = lt %133, 1i
if %134 [t: %b42, f: %b43] { # if_19
%b42 = block { # true
exit_if # if_19
}
%b43 = block { # false
exit_loop # loop_7
}
}
store %GLF_live7r_1, 0i
loop [b: %b44, c: %b45] { # loop_8
%b44 = block { # body
%135:i32 = load %GLF_live7r_1
%136:i32 = load %GLF_live7rows_1
%137:bool = lt %135, %136
if %137 [t: %b46, f: %b47] { # if_20
%b46 = block { # true
exit_if # if_20
}
%b47 = block { # false
exit_loop # loop_8
}
}
%138:i32 = load %GLF_live7sum_index
%139:i32 = load %GLF_live7sum_index
%140:bool = gte %139, 0i
%141:i32 = load %GLF_live7sum_index
%142:bool = lt %141, 9i
%143:bool = and %140, %142
%x_310:i32 = select 0i, %138, %143
%145:mat3x3<f32> = load %GLF_live7m33
%x_312:mat3x3<f32> = transpose %145
%147:i32 = load %GLF_live7c_1
%148:bool = lt %147, 3i
if %148 [t: %b48, f: %b49] { # if_21
%b48 = block { # true
store %x_180, 1i
exit_if # if_21
}
%b49 = block { # false
%149:ptr<uniform, vec2<f32>, read> = access %x_25, 0u
%150:f32 = load_vector_element %149, 0u
%151:i32 = convert %150
store %x_180, %151
exit_if # if_21
}
}
%x_320:i32 = load %x_180
%x_93:i32 = load %GLF_live7r_1
store %indexable, %x_312
%154:ptr<function, f32, read_write> = access %GLF_live7sums, %x_310
%155:ptr<function, f32, read_write> = access %GLF_live7sums, %x_310
%156:f32 = load %155
%157:ptr<function, vec3<f32>, read_write> = access %indexable, %x_320
%158:bool = lt %x_93, 3i
%159:i32 = select 0i, 1i, %158
%160:f32 = load_vector_element %157, %159
%161:f32 = add %156, %160
store %154, %161
%162:i32 = load %GLF_live7sum_index
%163:i32 = load %GLF_live7sum_index
%164:bool = gte %163, 0i
%165:i32 = load %GLF_live7sum_index
%166:bool = lt %165, 9i
%167:bool = and %164, %166
%x_332:i32 = select 0i, %162, %167
%169:ptr<function, f32, read_write> = access %GLF_live7sums, %x_332
%170:ptr<function, f32, read_write> = access %GLF_live7sums, %x_332
%171:f32 = load %170
%172:ptr<function, vec2<f32>, read_write> = access %GLF_live7m42, 1i
%173:i32 = load %GLF_live7r_1
%174:f32 = load_vector_element %172, %173
%175:f32 = add %171, %174
store %169, %175
continue %b45
}
%b45 = block { # continuing
%176:i32 = load %GLF_live7r_1
%177:i32 = add %176, 1i
store %GLF_live7r_1, %177
next_iteration %b44
}
}
continue %b41
}
%b41 = block { # continuing
%178:i32 = load %GLF_live7c_1
%179:i32 = add %178, 1i
store %GLF_live7c_1, %179
next_iteration %b40
}
}
%180:i32 = load %GLF_live7sum_index
%181:i32 = add %180, 1i
store %GLF_live7sum_index, %181
continue %b36
}
%b36 = block { # continuing
%182:i32 = load %GLF_live7cols_1
%183:i32 = add %182, 1i
store %GLF_live7cols_1, %183
next_iteration %b35
}
}
continue %b9
}
%b9 = block { # continuing
%184:i32 = load %GLF_live4i
%185:i32 = add %184, 1i
store %GLF_live4i, %185
next_iteration %b8
}
}
ret vec3<f32>(1.0f)
}
}
%main_1 = func():void -> %b50 {
%b50 = block {
%position_1:ptr<function, vec2<f32>, read_write> = var
%param:ptr<function, vec2<f32>, read_write> = var
%param_1:ptr<function, vec2<f32>, read_write> = var
%i:ptr<function, i32, read_write> = var
%param_2:ptr<function, vec2<f32>, read_write> = var
%192:ptr<uniform, vec2<f32>, read> = access %x_25, 0u
%193:f32 = load_vector_element %192, 0u
%194:bool = gte %193, 2.0f
if %194 [t: %b51] { # if_22
%b51 = block { # true
%195:vec4<f32> = load %gl_FragCoord
%196:vec2<f32> = swizzle %195, xy
store %position_1, %196
%197:vec2<f32> = load %position_1
store %param, %197
%x_168:vec3<f32> = call %drawShape_vf2_, %param
%199:vec2<f32> = load %position_1
store %param_1, %199
%x_170:vec3<f32> = call %drawShape_vf2_, %param_1
store %i, 25i
loop [b: %b52, c: %b53] { # loop_9
%b52 = block { # body
%201:i32 = load %i
%202:bool = gt %201, 0i
if %202 [t: %b54, f: %b55] { # if_23
%b54 = block { # true
exit_if # if_23
}
%b55 = block { # false
exit_loop # loop_9
}
}
%203:vec2<f32> = load %position_1
store %param_2, %203
%x_178:vec3<f32> = call %drawShape_vf2_, %param_2
continue %b53
}
%b53 = block { # continuing
%205:i32 = load %i
%206:i32 = sub %205, 1i
store %i, %206
next_iteration %b52
}
}
exit_if # if_22
}
}
store %x_GLF_color, vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f)
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b56 {
%b56 = block {
store %gl_FragCoord, %gl_FragCoord_param
%209:void = call %main_1
%210:vec4<f32> = load %x_GLF_color
%211:main_out = construct %210
ret %211
}
}
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. *
********************************************************************