blob: e20a1790768ea9b0d6278608cf41335da6961df5 [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_10:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%collatz_i1_ = func(%v:ptr<function, i32, read_write>):i32 -> %b2 {
%b2 = block {
%count:ptr<function, i32, read_write> = var
store %count, 0i
loop [b: %b3, c: %b4] { # loop_1
%b3 = block { # body
%x_89:i32 = load %v
%8:bool = gt %x_89, 1i
if %8 [t: %b5, f: %b6] { # if_1
%b5 = block { # true
exit_if # if_1
}
%b6 = block { # false
exit_loop # loop_1
}
}
%x_92:i32 = load %v
%10:i32 = and %x_92, 1i
%11:bool = eq %10, 1i
if %11 [t: %b7, f: %b8] { # if_2
%b7 = block { # true
%x_98:i32 = load %v
%13:i32 = mul 3i, %x_98
%14:i32 = add %13, 1i
store %v, %14
exit_if # if_2
}
%b8 = block { # false
%x_101:i32 = load %v
%16:i32 = div %x_101, 2i
store %v, %16
exit_if # if_2
}
}
%x_103:i32 = load %count
%18:i32 = add %x_103, 1i
store %count, %18
continue %b4
}
%b4 = block { # continuing
next_iteration %b3
}
}
%x_105:i32 = load %count
ret %x_105
}
}
%main_1 = func():void -> %b9 {
%b9 = block {
%lin:ptr<function, vec2<f32>, read_write> = var
%v_1:ptr<function, i32, read_write> = var
%param:ptr<function, i32, read_write> = var
%indexable:ptr<function, array<vec4<f32>, 16>, read_write> = var
%x_63:vec4<f32> = load %gl_FragCoord
%26:ptr<uniform, vec2<f32>, read> = access %x_10, 0u
%x_66:vec2<f32> = load %26
%28:f32 = access %x_63, 0u
%29:f32 = access %x_63, 1u
%30:vec2<f32> = construct %28, %29
%31:vec2<f32> = div %30, %x_66
store %lin, %31
%x_68:vec2<f32> = load %lin
%33:vec2<f32> = mul %x_68, 8.0f
%34:vec2<f32> = floor %33
store %lin, %34
%x_72:f32 = load_vector_element %lin, 0u
%x_76:f32 = load_vector_element %lin, 1u
%37:i32 = convert %x_72
%38:i32 = mul %37, 8i
%39:i32 = convert %x_76
%40:i32 = add %38, %39
store %v_1, %40
%x_79:i32 = load %v_1
store %param, %x_79
%x_80:i32 = call %collatz_i1_, %param
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))
%43:i32 = mod %x_80, 16i
%44:ptr<function, vec4<f32>, read_write> = access %indexable, %43
%x_83:vec4<f32> = load %44
store %x_GLF_color, %x_83
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out -> %b10 {
%b10 = block {
store %gl_FragCoord, %gl_FragCoord_param
%48:void = call %main_1
%49:vec4<f32> = load %x_GLF_color
%50:main_out = construct %49
ret %50
}
}
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. *
********************************************************************