blob: 019333c603806042d18ec94e5192d47b937cf24e [file] [log] [blame]
SKIP: FAILED
<dawn>/src/tint/lang/msl/writer/printer/printer.cc:355 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 = block { # root
%x_7: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
}
%main_1 = func():void -> %b2 {
%b2 = block {
%c:ptr<function, vec3<f32>, read_write> = var
%x_51:ptr<function, f32, read_write> = var
%x_55:ptr<function, f32, read_write> = var
%x_56:ptr<function, f32, read_write> = var
%x_81:ptr<function, f32, read_write> = var
%x_82:ptr<function, f32, read_write> = var
%x_118:ptr<function, f32, read_write> = var
%x_119:ptr<function, f32, read_write> = var
%x_55_phi:ptr<function, f32, read_write> = var
%x_58_phi:ptr<function, i32, read_write> = var
%x_81_phi:ptr<function, f32, read_write> = var
%x_82_phi:ptr<function, f32, read_write> = var
%x_83_phi:ptr<function, bool, read_write> = var
%x_85_phi:ptr<function, f32, read_write> = var
%x_122_phi:ptr<function, f32, read_write> = var
%x_129_phi:ptr<function, i32, read_write> = var
store %c, vec3<f32>(7.0f, 8.0f, 9.0f)
%21:ptr<uniform, vec2<f32>, read> = access %x_7, 0u
%x_47:f32 = load_vector_element %21, 0u
%23:f32 = mul %x_47, 0.125f
%x_49:f32 = round %23
%25:f32 = load_vector_element %gl_FragCoord, 0u
store %x_51, %25
switch 0u [c: (default, %b3)] { # switch_1
%b3 = block { # case
store %x_55_phi, -0.5f
store %x_58_phi, 1i
loop [b: %b4, c: %b5] { # loop_1
%b4 = block { # body
%x_68:ptr<function, f32, read_write> = var
%x_76:ptr<function, f32, read_write> = var
%x_59:ptr<function, i32, read_write> = var
%x_56_phi:ptr<function, f32, read_write> = var
%30:f32 = load %x_55_phi
store %x_55, %30
%x_58:i32 = load %x_58_phi
store %x_81_phi, 0.0f
%32:f32 = load %x_55
store %x_82_phi, %32
store %x_83_phi, false
%33:bool = lt %x_58, 800i
if %33 [t: %b6, f: %b7] { # if_1
%b6 = block { # true
exit_if # if_1
}
%b7 = block { # false
exit_loop # loop_1
}
}
%x_75:ptr<function, f32, read_write> = var
%x_76_phi:ptr<function, f32, read_write> = var
%36:i32 = mod %x_58, 32i
%37:bool = eq %36, 0i
if %37 [t: %b8, f: %b9] { # if_2
%b8 = block { # true
%38:f32 = load %x_55
%39:f32 = add %38, 0.40000000596046447754f
store %x_68, %39
%40:f32 = load %x_68
store %x_56_phi, %40
exit_if # if_2
}
%b9 = block { # false
%41:f32 = load %x_55
store %x_76_phi, %41
%42:f32 = convert %x_58
%43:f32 = round %x_49
%44:f32 = convert %x_58
%45:f32 = round %x_49
%46:f32 = div %44, %45
%47:f32 = floor %46
%48:f32 = mul %43, %47
%49:f32 = sub %42, %48
%50:bool = lte %49, 0.00999999977648258209f
if %50 [t: %b10] { # if_3
%b10 = block { # true
%51:f32 = load %x_55
%52:f32 = add %51, 100.0f
store %x_75, %52
%53:f32 = load %x_75
store %x_76_phi, %53
exit_if # if_3
}
}
%54:f32 = load %x_76_phi
store %x_76, %54
%55:f32 = load %x_76
store %x_56_phi, %55
exit_if # if_2
}
}
%56:f32 = load %x_56_phi
store %x_56, %56
%57:f32 = convert %x_58
%58:f32 = load %x_51
%59:bool = gte %57, %58
if %59 [t: %b11] { # if_4
%b11 = block { # true
%60:f32 = load %x_56
store %x_81_phi, %60
%61:f32 = load %x_56
store %x_82_phi, %61
store %x_83_phi, true
exit_loop # loop_1
}
}
continue %b5
}
%b5 = block { # continuing
%62:i32 = add %x_58, 1i
store %x_59, %62
%63:f32 = load %x_56
store %x_55_phi, %63
%64:i32 = load %x_59
store %x_58_phi, %64
next_iteration %b4
}
}
%65:f32 = load %x_81_phi
store %x_81, %65
%66:f32 = load %x_82_phi
store %x_82, %66
%x_83:bool = load %x_83_phi
%68:f32 = load %x_81
store %x_85_phi, %68
if %x_83 [t: %b12] { # if_5
%b12 = block { # true
exit_switch # switch_1
}
}
%69:f32 = load %x_82
store %x_85_phi, %69
exit_switch # switch_1
}
}
%x_88:ptr<function, f32, read_write> = var
%x_92:ptr<function, f32, read_write> = var
%x_93:ptr<function, f32, read_write> = var
%x_92_phi:ptr<function, f32, read_write> = var
%x_95_phi:ptr<function, i32, read_write> = var
%x_118_phi:ptr<function, f32, read_write> = var
%x_119_phi:ptr<function, f32, read_write> = var
%x_120_phi:ptr<function, bool, read_write> = var
%x_85:f32 = load %x_85_phi
store_vector_element %c, 0u, %x_85
%79:f32 = load_vector_element %gl_FragCoord, 1u
store %x_88, %79
switch 0u [c: (default, %b13)] { # switch_2
%b13 = block { # case
store %x_92_phi, -0.5f
store %x_95_phi, 1i
loop [b: %b14, c: %b15] { # loop_2
%b14 = block { # body
%x_105:ptr<function, f32, read_write> = var
%x_113:ptr<function, f32, read_write> = var
%x_96:ptr<function, i32, read_write> = var
%x_93_phi:ptr<function, f32, read_write> = var
%84:f32 = load %x_92_phi
store %x_92, %84
%x_95:i32 = load %x_95_phi
store %x_118_phi, 0.0f
%86:f32 = load %x_92
store %x_119_phi, %86
store %x_120_phi, false
%87:bool = lt %x_95, 800i
if %87 [t: %b16, f: %b17] { # if_6
%b16 = block { # true
exit_if # if_6
}
%b17 = block { # false
exit_loop # loop_2
}
}
%x_112:ptr<function, f32, read_write> = var
%x_113_phi:ptr<function, f32, read_write> = var
%90:i32 = mod %x_95, 32i
%91:bool = eq %90, 0i
if %91 [t: %b18, f: %b19] { # if_7
%b18 = block { # true
%92:f32 = load %x_92
%93:f32 = add %92, 0.40000000596046447754f
store %x_105, %93
%94:f32 = load %x_105
store %x_93_phi, %94
exit_if # if_7
}
%b19 = block { # false
%95:f32 = load %x_92
store %x_113_phi, %95
%96:f32 = convert %x_95
%97:f32 = round %x_49
%98:f32 = convert %x_95
%99:f32 = round %x_49
%100:f32 = div %98, %99
%101:f32 = floor %100
%102:f32 = mul %97, %101
%103:f32 = sub %96, %102
%104:bool = lte %103, 0.00999999977648258209f
if %104 [t: %b20] { # if_8
%b20 = block { # true
%105:f32 = load %x_92
%106:f32 = add %105, 100.0f
store %x_112, %106
%107:f32 = load %x_112
store %x_113_phi, %107
exit_if # if_8
}
}
%108:f32 = load %x_113_phi
store %x_113, %108
%109:f32 = load %x_113
store %x_93_phi, %109
exit_if # if_7
}
}
%110:f32 = load %x_93_phi
store %x_93, %110
%111:f32 = convert %x_95
%112:f32 = load %x_88
%113:bool = gte %111, %112
if %113 [t: %b21] { # if_9
%b21 = block { # true
%114:f32 = load %x_93
store %x_118_phi, %114
%115:f32 = load %x_93
store %x_119_phi, %115
store %x_120_phi, true
exit_loop # loop_2
}
}
continue %b15
}
%b15 = block { # continuing
%116:i32 = add %x_95, 1i
store %x_96, %116
%117:f32 = load %x_93
store %x_92_phi, %117
%118:i32 = load %x_96
store %x_95_phi, %118
next_iteration %b14
}
}
%119:f32 = load %x_118_phi
store %x_118, %119
%120:f32 = load %x_119_phi
store %x_119, %120
%x_120:bool = load %x_120_phi
%122:f32 = load %x_118
store %x_122_phi, %122
if %x_120 [t: %b22] { # if_10
%b22 = block { # true
exit_switch # switch_2
}
}
%123:f32 = load %x_119
store %x_122_phi, %123
exit_switch # switch_2
}
}
%x_122:f32 = load %x_122_phi
store_vector_element %c, 1u, %x_122
%x_124:f32 = load_vector_element %c, 0u
%x_125:f32 = load_vector_element %c, 1u
%127:f32 = add %x_124, %x_125
store_vector_element %c, 2u, %127
store %x_129_phi, 0i
loop [b: %b23, c: %b24] { # loop_3
%b23 = block { # body
%x_130:ptr<function, i32, read_write> = var
%x_129:i32 = load %x_129_phi
%130:bool = lt %x_129, 3i
if %130 [t: %b25, f: %b26] { # if_11
%b25 = block { # true
exit_if # if_11
}
%b26 = block { # false
exit_loop # loop_3
}
}
%x_136:f32 = load_vector_element %c, %x_129
%132:bool = gte %x_136, 1.0f
if %132 [t: %b27] { # if_12
%b27 = block { # true
%x_140:f32 = load_vector_element %c, %x_129
%x_141:f32 = load_vector_element %c, %x_129
%135:f32 = mul %x_140, %x_141
store_vector_element %c, %x_129, %135
exit_if # if_12
}
}
continue %b24
}
%b24 = block { # continuing
%136:i32 = add %x_129, 1i
store %x_130, %136
%137:i32 = load %x_130
store %x_129_phi, %137
next_iteration %b23
}
}
%x_143:vec3<f32> = load %c
%139:vec3<f32> = abs %x_143
%x_145:vec3<f32> = normalize %139
%141:f32 = access %x_145, 0u
%142:f32 = access %x_145, 1u
%143:f32 = access %x_145, 2u
%144:vec4<f32> = construct %141, %142, %143, 1.0f
store %x_GLF_color, %144
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b28 {
%b28 = block {
store %gl_FragCoord, %gl_FragCoord_param
%147:void = call %main_1
%148:vec4<f32> = load %x_GLF_color
%149:main_out = construct %148
ret %149
}
}
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. *
********************************************************************