blob: 5f64ee1cf030c567ad92461ebf14e1f0e7fb90a9 [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
%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 {
%b2 = block {
%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
%x_54:vec4<f32> = load %gl_FragCoord
%9:vec4<f32> = load %gl_FragCoord
%x_55:vec2<f32> = swizzle %9, xy
%11:ptr<uniform, vec2<f32>, read> = access %x_6, 0u
%12:vec2<f32> = load %11
%13:vec2<f32> = div %x_55, %12
%x_61:vec2<f32> = mul %13, 8.0f
%x_62:vec2<f32> = floor %x_61
%16:f32 = access %x_62, 0u
%17:i32 = convert %16
%18:i32 = mul %17, 8i
%19:f32 = access %x_62, 1u
%20:i32 = convert %19
%x_69:i32 = add %18, %20
store %x_71, 0i
store %x_74, %x_69
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # 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
%25:i32 = load %x_74
%26:bool = gt %25, 1i
if %26 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%27:i32 = load %x_74
%28:i32 = and %27, 1i
%29:bool = eq %28, 1i
if %29 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%30:i32 = load %x_74
%31:i32 = mul 3i, %30
%32:i32 = add %31, 1i
store %x_85, %32
%33:i32 = load %x_85
store %x_75, %33
exit_if # if_2
}
%b8 = block { # false
%34:i32 = load %x_74
%35:i32 = div %34, 2i
store %x_86, %35
%36:i32 = load %x_86
store %x_75, %36
exit_if # if_2
}
}
continue %b4
}
%b4 = block { # continuing
%37:i32 = load %x_71
%38:i32 = add %37, 1i
store %x_71, %38
%39:i32 = load %x_75
store %x_74, %39
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))
%x_88:array<vec4<f32>, 16> = load %indexable
store %indexable, array<vec4<f32>, 16>(vec4<f32>(0.0f))
store %indexable, %x_88
%41: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)
%x_89:vec4<f32> = access %41, 1u
%43:vec4<f32> = construct 0.0f, 8.0f, %x_55
%44:vec4<f32> = construct %x_61, 0.5f, 1.0f
%x_90: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), %43, 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), %44
%46:i32 = load %x_71
%47:i32 = mod %46, 16i
%48:ptr<function, vec4<f32>, read_write> = access %indexable, %47
%49:vec4<f32> = load %48
store %x_GLF_color, %49
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b9 {
%b9 = block {
store %gl_FragCoord, %gl_FragCoord_param
%52:void = call %main_1
%53:vec4<f32> = load %x_GLF_color
%54:main_out = construct %53
ret %54
}
}
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. *
********************************************************************